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“players-are-selfish”:-fallout-2’s-chris-avellone-describes-his-game-design-philosophy

“Players are selfish”: Fallout 2’s Chris Avellone describes his game design philosophy


Avellone recaps his journey from learning on a TRS-80 to today.

Chris Avellone, storied game designer. Credit: Chris Avellone

Chris Avellone wants you to have a good time.

People often ask creatives—especially those in careers some dream of entering—”how did you get started?” Video game designers are no exception, and Avellone says that one of the most important keys to his success was one he learned early in his origin story.

“Players are selfish,” Avellone said, reflecting on his time designing the seminal computer roleplaying game Planescape: Torment. “The more you can make the experience all about them, the better. So Torment became that. Almost every single thing in the game is about you, the player.”

The true mark of a successful game is when players really enjoy themselves, and serving that essential egotism is one of the fundamental laws of game design.

It’s a lesson he learned long before he became an internationally renowned game designer, before Fallout 2 and Planescape: Torment were twinkles in the eyes of Avellone and his co-workers at Interplay. Avellone’s first introduction to building fictional worlds came not from the digital realm but from the analog world of pen and paper roleplaying games.

Table-top takeaways

Avellone discovered Dungeons and Dragons at the tender young age of nine, and it was a formative influence on his creative life and imagination.

“Getting exposed to the idea of Dungeons and Dragons early was a wake-up call,” he told me. “‘Oh, wow, it’s like make believe with rules!’—like putting challenges on your imagination where not everything was guaranteed to succeed, and that made it more fun. However, what I noticed is that I wasn’t usually altering the systems drastically; it was more using them as a foundation for the content.”

Dice on a table

As is so often the case with RPG developer origin stories, it began with Dungeons & Dragons. Credit: Scott Swigart (CC BY 2.0)

At first, Avellone wasn’t interested in engineering the games and stories himself. He wanted a more passive role, but life had different ideas.

“I never started out with a desire to be the game master,” Avellone remembered. “I wanted to be one of the players, but once it became clear that nobody else in my friend circle really wanted to be a game master—to be fair, it was a lot of work—I bit the bullet and tried my hand at it. Over time, I discovered I really enjoyed helping tell an interactive story with the players.”

That revelation, that he preferred being the one crafting the world and guiding the experience, led to some early experiments away from the table as well.

“I never pursued programming for a career, which is probably to the benefit of the world and engineering everywhere,” he joked. But he did start tinkering very young, inspired by the fantasy text adventure games he played as a kid. “I wanted to construct adventure games in the vein of the Scott Adams games… so I attempted to learn basic coding on the TRS-80 in order to do so. The results were a steaming, buggy mess, but [the experience] did give insights into how games operate under the hood.”

It was a different era, however, bereft of many of the resources that aspiring young game developers have at their fingertips today.

“It being the early ’80s, there wasn’t much access to Internet forums and online training courses like today,” Avellone said. “It was mostly book learning from various programming manuals available on order or from the library. These programming attempts were always solo endeavors at fantasy-style sword and sorcery adventures, and I definitely would have benefited from a community or at least one other person of skill who I could ask questions.”

Despite all of his remarkable successes in the space, Avellone didn’t originally dream of creating video games.

“Designing computer games was something I sort of fell into,” he told me. “The idea of a game designer was an almost unheard of career at the time and wasn’t even on my radar. I wanted to write pen and paper modules, adventure and character books, and comic books. As it turned out, though, that can be a miserable way to try and make a living, so when an opportunity came to work in the computer game industry, I took it with the expectation that I’d still use my off time to pursue comics, [pen and paper] writing, etc. But like with game mastering, I found computer game design and narrative design to be fun in itself, and it ended up being the bulk of my career. I did get the opportunity to write modules and comic books later on, but writing for games became my focus, as it was akin to being a virtual game master.”

Like many of the engineers and developers of that era, toiling in their garages and quietly building the future of computing, young Chris Avellone used other creators’ work as a foundation.

“One technique I tried was dissecting existing game engines,” he recalls, “more like an adventure game framework, and then finding ways to alter the content layer to create the game. But the attempts rarely compiled without a stream of errors.”

The shine moment

Every failure was an opportunity to learn, however, and like his experiences telling collaborative stories with his friends in Dungeons and Dragons, they taught him a number of lessons that would serve him later in his career. In our interview, he returned again and again to the player-first mentality that drives his design ethos.

First and foremost, a designer needs to “understand your players and understand why they are there,” Avellone said. “What is their power fantasy?”

Beyond that, every player, whether in a video game or a tabletop roleplaying adventure, should have an opportunity to stand in the spotlight.

“That shine moment is important because it gives everyone the chance to be a hero and to make a difference,” he explained. “The best adventures are the ones where you can point to how each player was instrumental in its success because of how they designed or role-played their character.”

And players should be able to get to that moment in the way they want, not the one most convenient to you, the game master or designer.

“Not everyone plays the way you do,” Avellone said, “and your job as game master is not to dictate how they choose to play or force them into a certain game mode. If a player is a min-maxer who doesn’t care much for the story, that shouldn’t be a problem. If the player is a heavy role-player, they should have some meat for their interactions. This applies strongly to digital game design. If players want to skip dialogue and story points, that’s how they choose to play the game, and they shouldn’t be crushingly penalized for their play style. It’s not your story, it should be a shared experience between the developer and player.”

A core part of his design philosophy, this was a takeaway from pen-and-paper games that Avellone has deployed throughout his career in video games.

“The first application was Planescape: Torment,” Avellone remembered.

Working on Planescape: Torment

It was 1995. Interplay had recently acquired the Planescape license from Wizards of the Coast, formerly TSR, the company behind Dungeons and Dragons. Interplay was looking for ideas for a video game adaptation and brought in Avellone for an interview. At the time, he was writing for Hero Games, a tabletop RPG publisher. Avellone was hired onto the project as a junior director after he sold the idea of a game where death was only the beginning.

That idea—the springboard that launched a successful, decades-spanning career—originated in Avellone’s frustration with save scumming, the process of repeatedly reloading save games to achieve the best result.

“Save scumming in RPGs up to that point felt like a waste of everyone’s time,” Avellone said. “If you died, you either reloaded or you quit. If they quit, you might lose them permanently. So I felt if you removed the middleman and just automatically respawned the character in interesting places and ways, that could keep the experience seamless and keep the flow of the adventure going. This didn’t quite work, because players were so used to save scumming and would still feel they had failed in some way. I was fighting typical gaming conventions and gaming habits at that point.”

That idea of death being just another narrative element rather than a fail state is emblematic of another pillar of Avellone’s design philosophy, also drawn from pen-and-paper games: Regardless of what happens, the story must go on.

“Let the dice fall where they may,” Avellone explained. “It will result in more interesting gaming stories. This was a hard one for me initially, because I would get so locked into a certain character, NPC, or letting a PC survive, that I would fight random chance to keep my story or their arc intact. This was a mistake and a huge missed opportunity. If the players have no fear of death or annoying adversaries who never seem to die because you are fudging the dice rolls to prevent them from being killed, then it undermines much of the drama, and it undermines their eventual success.”

A screenshot from Planescape Torment

Avellone is known for many classics, but among hardcore RPG fans, Planescape: Torment stands particularly tall. Credit: Beamdog

After Planescape: Torment, which received nearly universal critical acclaim, Avellone continued to evolve best practices for giving players what they wanted. He eventually landed on the idea that player input could be useful even before development begins.

“I would often do pre-game interviews with different players,” he recounted, “to get a sense of where they hoped their character arc would go, how they wanted to play.”

Lessons from Fallout Van Buren

Avellone expanded that process dramatically for Fallout Van Buren, Interplay’s vision for Fallout 3. He and the team built a Fallout tabletop roleplaying game to playtest some of the systems that would be implemented in the (ultimately canceled) video game.

“For the Fallout pen-and-paper we were doing for Fallout Van Buren, for example, doing those examinations proved helpful because there were so many different character builds—including ghouls and super mutants, as well as new archetypes like Science Boy—that you wanted to make sure you were creating an experience where everyone had the chance to shine.”

Though Van Buren never saw the light of day, Avellone has said that some of the elements from that design found their way into the wildly popular Fallout: New Vegas, a project for which Avellone served as senior designer (as well as project director for much of the DLC).

Another lesson he learned at the table is that you should never honor a player’s accomplishment with a reward if you plan to immediately snatch it away.

“Don’t give, then take away,” Avellone warns. “One of the worst mistakes I made was after an excruciatingly long treasure hunt for one of the biggest hordes in the world, I took away all the unique items the characters had struggled to win at the start of the very next adventure. While I knew they would get the items back, the players didn’t, and that almost caused a mutiny.”

Two polygonal figures in front of a Fallout 3 logo

A screenshot from Fallout Van Buren. Credit: No Mutants Allowed

I asked Avellone if his earliest experience playing with other people’s code or sitting around rolling dice with his friends had a throughline to his work today. It was clear in his answer, and throughout our interview, that the little boy who fell in love with architecting worlds of fantasy and adventure in his imagination is still very much alive in the seasoned developer building digital worlds for players today. The core idea persists: It’s all about the players, about their connection to your story and your world.

“It still has a strong impact on my game design today,” he told me. “It’s still important to me to see the range of archetypes and builds a player can make. How to make that feel important in a unique way, and how to structure plots and interactions so you try and keep the character goals so they cater to the player’s selfishness. Instead of some outward, forced goal you place on the player… find a way to make the internal player motivation match the goals in-game, and that makes for a stronger experience.”

Avellone carries that philosophy forward into his current project. He recently signed on to help develop the inaugural project at Republic Games, the studio founded by video game writer Adam Williams, formerly of Quantic Dream. The studio is developing a dystopian fantasy game that revolves around a scrappy rebellion fighting to overthrow brutal, tyrannical oppression.

“Some discussions at Republic Games have fallen back on old RPG designs in the past,” he teased, “As some older designs seemed relevant examples for how to solve a potential arc and direction in the game… but I’ll share that story after the game comes out.”

“Players are selfish”: Fallout 2’s Chris Avellone describes his game design philosophy Read More »

after-a-witcher-free-decade,-cdpr-still-promises-three-sequels-in-six-years

After a Witcher-free decade, CDPR still promises three sequels in six years

It’s been over 10 years since the launch of the excellent The Witcher 3: Wild Hunt, and nearly four years since the announcement of “the next installment in The Witcher series of video games.” Despite those long waits, developer CD Projekt Red is still insisting it will deliver the next three complete Witcher games in a short six-year window.

In a recent earnings call, CDPR VP of Business Development Michał Nowakowski suggested that a rapid release schedule would be enabled in no small part by the team’s transition away from its proprietary REDEngine to the popular Unreal Engine in 2022. At the time, CDPR said the transition to Unreal Engine would “elevate development predictability and efficiency, while simultaneously granting us access to cutting-edge game development tools.” Those considerations seemed especially important in the wake of widespread technical issues with the console versions of Cyberpunk 2077, which CDPR later blamed on REDEngine’s “in-game streaming system.”

“We’re happy with how [Unreal Engine] is evolving through the Epic team’s efforts, and how we are learning how to make it work within a huge open-world game, as [The Witcher 4] is meant to be,” Nowakowski said in the recent earnings call. “In a way, yes, I do believe that further games should be delivered in a shorter period of time—as we had stated before, our plan still is to launch the whole trilogy within a six-year period, so yes, that would mean we would plan to have a shorter development time between TW4 and TW5, between TW5 and TW6 and so on.”

Don’t start the clock just yet

To be clear, the “six-year period” Nowakowski is talking about here starts with the eventual release of The Witcher 4, meaning the developer plans to release two additional sequels within six years of that launch. And CDPR confirmed earlier this year that The Witcher 4 would not launch in 2026, extending the window for when we can expect all these promised new games.

After a Witcher-free decade, CDPR still promises three sequels in six years Read More »

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After 40 years of adventure games, Ron Gilbert pivots to outrunning Death


Escaping from Monkey Island

Interview: Storied designer talks lost RPG, a 3D Monkey Island, “Eat the Rich” philosophy.

Gilbert, seen here circa 2017 promoting the release of point-and-click adventure throwback Thimbleweed Park. Credit: Getty Images

If you know the name Ron Gilbert, it’s probably for his decades of work on classic point-and-click adventure games like Maniac Mansion, Indiana Jones and the Last Crusade, the Monkey Island series, and Thimbleweed Park. Given that pedigree, October’s release of the Gilbert-designed Death by Scrolling—a rogue-lite action-survival pseudo-shoot-em-up—might have come as a bit of a surprise.

In an interview from his New Zealand home, though, Gilbert noted that his catalog also includes some reflex-based games—Humungous Entertainment’s Backyard Sports titles and 2010’s Deathspank, for instance. And Gilbert said his return to action-oriented game design today stemmed from his love for modern classics like Binding of Isaac, Nuclear Throne, and Dead Cells.

“I mean, I’m certainly mostly known for adventure games, and I have done other stuff, [but] it probably is a little bit of a departure for me,” he told Ars. “While I do enjoy playing narrative games as well, it’s not the only thing I enjoy, and just the idea of making one of these kind of started out as a whim.”

Gilbert’s lost RPG

After spending years focused on adventure game development with 2017’s Thimbleweed Park and then 2022’s Return to Monkey Island, Gilbert said that he was “thinking about something new” for his next game project. But the first “new” idea he pursued wasn’t Death by Scrolling, but what he told Ars was “this vision for this kind of large, open world-type RPG” in the vein of The Legend of Zelda.

After hiring an artist and designer and spending roughly a year tinkering with that idea, though, Gilbert said he eventually realized his three-person team was never going to be able to realize his grand vision. “I just [didn’t] have the money or the time to build a big open-world game like that,” he said. “You know, it’s either a passion project you spent 10 years on, or you just need a bunch of money to be able to hire people and resources.”

And Gilbert said that securing that “bunch of money” to build out a top-down action-RPG in a reasonable time frame proved harder than he expected. After pitching the project around the industry, he found that “the deals that publishers were offering were just horrible,” a problem he blames in large part on the genre he was focusing on.

“Doing a pixelated old-school Zelda thing isn’t the big, hot item, so publishers look at us, and they didn’t look at it as ‘we’re gonna make $100 million and it’s worth investing in,’” he said. “The amount of money they’re willing to put up and the deals they were offering just made absolutely no sense to me to go do this.”

While crowdfunding helped Thimbleweed Park years ago, Gilbert says Kickstarter is “basically dead these days as a way of funding games.”

While crowdfunding helped Thimbleweed Park years ago, Gilbert says Kickstarter is “basically dead these days as a way of funding games.”

For point-and-click adventure Thimbleweed Park, Gilbert got around a similar problem in part by going directly to fans of the genre, raising $600,000 of a $375,000 goal via crowdfunding. But even then, Gilbert said that private investors needed to provide half of the game’s final budget to get it over the finish line. And while Gilbert said he’d love to revisit the world of Thimbleweed Park, “I just don’t know where I’d ever get the money. It’s tougher than ever in some ways… Kickstarter is basically dead these days as a way of funding games.”

Compared to the start of his career, Gilbert said that today’s big-name publishers “are very analytics-driven. The big companies, it’s like they just have formulas that they apply to games to try to figure out how much money they could make, and I think that just in the end you end up giving a whole lot of games that look exactly the same as last year’s games, because that makes some money.

“When we were starting out, we couldn’t do that because we didn’t know what made this money, so it was, yeah, it was a lot more experimenting,” he continued. “I think that’s why I really enjoy the indie game market because it’s kind of free of a lot of that stuff that big publishers bring to it, and there’s a lot more creativity and you know, strangeness, and bizarreness.”

Run for it

After a period where Gilbert said he “was kind of getting a little down” about the failure of his action-RPG project, he thought about circling back to a funny little prototype he developed as part of a 2019 game design meet-up organized by Spry Fox’s Daniel Cook. That prototype—initially simply called “Runner”—focused on outrunning the bottom of a continually scrolling screen, picking up ammo-limited weapons to fend off enemies as you did.

While the prototype initially required players to aim at those encroaching enemies as they ran, Gilbert said that the design “felt like cognitive overload.” So he switched to an automatic aiming and firing system, an idea he says was part of the prototype long before it became popularized by games like Vampire Survivors. And while Gilbert said he enjoyed Vampire Survivors, he added that the game’s style was “a little too much ‘ADHD’ for me. I look at those games and it’s like, wow, I feel like I’m playing a slot machine at some level. The flashing and upgrades and this and that… it’s a little too much.”

The 2019 “Runner” prototype that would eventually become Death by Scrolling.

But Gilbert said his less frenetic “Runner” prototype “just turned out to be a lot of fun, and I just played it all the time… It was really fun for groups of people to play, because one person will play and other people would kind of be laughing and cheering as you, you know, escape danger at the nick of time.”

Gilbert would end up using much of the art from his scrapped RPG project to help flesh out the “Runner” prototype into what would eventually become Death by Scrolling. But even late in the game’s development, Gilbert said the game was missing a unifying theme. “There was no reason initially for why you were doing any of this. You were just running, you know?”

That issue didn’t get solved until the last six months of development, when Gilbert hit on the idea of running through a repeating purgatory and evading Death, in the form of a grim reaper that regularly emerges to mercilessly hunt you down. While you can use weapons to temporarily stun Death, there’s no way to completely stop his relentless pursuit before the end of a stage.

That grim reaper really puts the Death in Death by Scrolling.

That grim reaper really puts the Death in Death by Scrolling.

“Because he can’t be killed and because he’s an instant kill for you, it’s a very unique thing you really kinda need to avoid,” Gilbert said. “You’re running along, getting gold, gaining gems, and then, boom, you hear that [music], and Death is on the screen, and you kind of panic for a moment until you orient yourself and figure out where he is and where he’s coming from.”

Is anyone reading this?

After spending so much of his career on slow-burn adventure games, Gilbert admitted there were special challenges to writing for an action game—especially one where the player is repeating the same basic loop over and over. “It’s a lot harder because you find very quickly that a lot of players just don’t care about your story, right? They’re there to run, they’re there to shoot stuff… You kind of watch them play, and they’re just kind of clicking by the dialogue so fast that they don’t even see it.”

Surprisingly, though, Gilbert said he’s seen that skip-the-story behavior among adventure game players, too. “Even in Thimbleweed Park and Monkey Island, people still kind of pound through the dialogue,” he said. “I think if they think they know what they need to do, they just wanna skip through the dialogue really fast.”

As a writer, Gilbert said it’s “frustrating” to see players doing the equivalent of “sitting down to watch a movie and just fast forwarding through everything except the action parts.” In the end, though, he said, a game developer has to accept that not everyone is playing for the same reasons.

Believe it or not, some players just breeze past quality dialogue like this.

Credit: LucasArts

Believe it or not, some players just breeze past quality dialogue like this. Credit: LucasArts

“There’s a certain percentage of people who will follow the story and enjoy it, and that’s OK,” he said. “And everyone else, if they skip the story, it’s got to be OK. You need to make sure you don’t embed things deep in the story that are critical for them to understand. It’s a little bit like really treating the story as truly optional.”

Those who do pay attention to the story in Death by Scrolling will come across what Gilbert said he hoped was a less-than-subtle critique of the capitalist system. That critique is embedded in the gameplay systems, which require you to collect more and more gold—and not just two pennies on your eyes—to pay a newly profit-focused River Styx ferryman that has been acquired by Purgatory Inc.

“It’s purgatory taken over by investment bankers,” Gilbert said of the conceit. “I think a lot of it is looking at the world today and realizing capitalism has just taken over, and it really is the thing that’s causing the most pain for people. I just wanted to really kind of drive that point in the game, in a kind of humorous, sarcastic way, that this capitalism is not good.”

While Gilbert said he’s always harbored these kinds of anti-capitalist feelings “at some level,” he said that “certainly recent events and recent things have gotten me more and more jumping on the ‘Eat the Rich’ bandwagon.” Though he didn’t detail which “recent events” drove that realization, he did say that “billionaires and all this stuff… I think are just causing more harm than good.”

Is the point-and-click adventure doomed?

Despite his history with point-and-click adventures, and the relative success of Thimbleweed Park less than 10 years ago, Gilbert says he isn’t interested in returning to the format popularized by LucasArts’ classic SCUMM Engine games. That style of “use verb on noun” gameplay is now comparable to a black-and-white silent movie, he said, and will feel similarly  dated to everything but a niche of aging, nostalgic players.

“You do get some younger people that do kind of enjoy those games, but I think it’s one of those things that when we’re all dead, it probably won’t be the kind of thing that survives,” he said.

Gilbert says modern games like Lorelei and the Laser Eyes show a new direction for adventure games without the point-and-click interface.

Gilbert says modern games like Lorelei and the Laser Eyes show a new direction for adventure games without the point-and-click interface.

But while the point-and-click interface might be getting long in the tooth, Gilbert said he’s more optimistic about the future of adventure games in general. He points to recent titles like Blue Prince and Lorelei and the Laser Eyes as examples of how clever designers can create narrative-infused puzzles using modern techniques and interfaces. “I think games like that are kind of the future for adventure games,” he said.

If corporate owner Disney ever gave him another chance to return to the Monkey Island franchise, Gilbert said he’d like to emulate those kinds of games by having players “go around in a true 3D world, rather than as a 2D point-and-click game… I don’t really know how you would do the puzzle solving in [that] way, and so that’s very interesting to me, to be able to kind of attack that problem of doing it in a 3D world.”

After what he said was a mixed reception to the gameplay changes in Return to Monkey Island, though, Gilbert allowed that franchise fans might not be eager for an even greater departure from tradition. “Maybe Monkey Island isn’t the right game to do as an adventure game in a 3D world, because there are a lot of expectations that come with it,” he said. “I mean if I was to do that, you just ruffle even more feathers, right? There’s more people that are very attached to Monkey Island, but more in its classic sense.”

Looking over his decades-long career, though, Gilbert also noted that the skills needed to promote a new game today are very different from those he used in the 1980s. “Back then, there were a handful of print magazines, and there were a bunch of reporters, and you had sent out press releases… That’s just not the way it works today,” he said. Now, the rise of game streamers and regular YouTube game development updates has forced game makers to be good on camera, much like MTV did for a generation of musicians, Gilbert said.

“The [developers] that are successful are not necessarily the good ones, but the good ones that also present well on YouTube,” he said. “And you know, I think that’s kind of a problem, that’s a gate now… In some ways, I think it’s too bad because as a developer, you have to be a performer. And I’m not a performer, right? If I was making movies, I would be a director, not an actor.”

Photo of Kyle Orland

Kyle Orland has been the Senior Gaming Editor at Ars Technica since 2012, writing primarily about the business, tech, and culture behind video games. He has journalism and computer science degrees from University of Maryland. He once wrote a whole book about Minesweeper.

After 40 years of adventure games, Ron Gilbert pivots to outrunning Death Read More »

revisiting-jill-of-the-jungle,-the-last-game-tim-sweeney-designed

Revisiting Jill of the Jungle, the last game Tim Sweeney designed

Boy, was 1992 a different time for computer games. Epic MegaGames’ Jill of the Jungle illustrates that as well as any other title from the era. Designed and programmed by Epic Games CEO Tim Sweeney, the game was meant to prove that console-style games of the original Nintendo era could work just as well on PCs. (Later, the onus of proof would often be in the reverse direction.)

Also, it had a female protagonist, which Sweeney saw as a notable differentiator at the time. That’s pretty wild to think about in an era of Tomb Raider‘s Lara Croft, Horizon Forbidden West‘s Aloy, Life is Strange‘s Max Caulfield, Returnal‘s Selene Vassos, Control‘s Jesse Faden, The Last of Us‘ Ellie Williams, and a seemingly endless list of others—to say nothing of the fact that many players of all genders who played the games Mass Effect and Cyberpunk 2077 seem to agree that the female protagonist options in those are more compelling than their male alternatives.

As wacky as it is to remember that the idea of a female character was seen as exceptional at any point (and with the acknowledgement that this game was nonetheless not the first to do that), it’s still neat to see how forward-thinking Sweeney was in many respects—and not just in terms of cultural norms in gaming.

Gameplay to stand the test of time

Having been born in the early 80s to a computer programmer father, I grew up on MS-DOS games the way many kids did on Atari, Nintendo, or PlayStation. Even I’ll admit that, as much as I enjoyed the DOS platformers, they don’t hold up very well against their console counterparts. (Other genres are another story, of course.)

I know this is blasphemy for some of my background and persuasion, but Commander Keen‘s weird, floaty controls are frustrating, and what today’s designers call the “game feel” just isn’t quite right.

Revisiting Jill of the Jungle, the last game Tim Sweeney designed Read More »

gpu-prices-are-coming-to-earth-just-as-ram-costs-shoot-into-the-stratosphere

GPU prices are coming to earth just as RAM costs shoot into the stratosphere

It’s not just PC builders

PC and phone manufacturers—and makers of components that use memory chips, like GPUs—mostly haven’t hiked prices yet. These companies buy components in large quantities, and they typically do so ahead of time, dulling the impact of the increases in the short-term. The kinds of price increases we see, and what costs are passed on to consumers, will vary from company to company.

Bloomberg reports that Lenovo is “stockpiling memory and other critical components” to get it through 2026 without issues and that the company “will aim to avoid passing on rising costs to its customers in the current quarter.” Apple may also be in a good position to weather the shortage; analysts at Morgan Stanley and Bernstein Research believe that Apple has already laid claim to the RAM that it needs and that its healthy profit margins will allow it to absorb the increases better than most.

Framework on the other hand, a smaller company known best for its repairable and upgradeable laptop designs, says “it is likely we will need to increase memory pricing soon” to reflect price increases from its suppliers. The company has also stopped selling standalone RAM kits in its online store in an effort to fight scalpers who are trying to capitalize on the shortages.

Tom’s Hardware reports that AMD has told its partners that it expects to raise GPU prices by about 10 percent starting next year and that Nvidia may have canceled a planned RTX 50-series Super launch entirely because of shortages and price increases (the main draw of this Super refresh, according to the rumor mill, would have a bump from 2GB GDDR7 chips to 3GB chips, boosting memory capacities across the lineup by 50 percent).

GPU prices are coming to earth just as RAM costs shoot into the stratosphere Read More »

valve’s-steam-machine-looks-like-a-console,-but-don’t-expect-it-to-be-priced-like-one

Valve’s Steam Machine looks like a console, but don’t expect it to be priced like one

After Valve announced its upcoming Steam Machine living room box earlier this month, some analysts suggested to Ars that Valve could and should aggressively subsidize that hardware with “loss leader” pricing that leads to more revenue from improved Steam software sales. In a new interview with YouTube channel Skill Up, though, Valve’s Pierre-Loup Griffais ruled out that kind of console-style pricing model, saying that the Steam Machine will be “more in line with what you might expect from the current PC market.”

Griffais said the AMD Zen 4 CPU and RDNA3 GPU in the Steam Machine were designed to outperform the bottom 70 percent of machines that opt-in to Valve’s regular hardware survey. And Steam Machine owners should expect to pay roughly what they would for desktop hardware with similar specs, he added.

“If you build a PC from parts and get to basically the same level of performance, that’s the general price window that we aim to be at,” Griffais said.

The new comments follow similar sentiments relayed by Linus Sebastian on a recent episode of his WAN Show podcast. Sebastian said that, when talking to Valve representatives at a preview event, he suggested that a heavily subsidized price point would make the Steam Machine hardware into “a more meaningful product.” But when he suggested that he was imagining a console-style price in the range of $500, “nobody said anything, but the energy of the room wasn’t great.”

Forget about $500

Based on these comments, we could start estimating a potential Steam Machine price range by speccing out a comparable desktop machine. That would likely require building around a Ryzen 5 7600X CPU and Radeon RX 7600 GPU, which would probably push the overall build into the $700-plus range. That would make the Steam Machine competitive with the pricey PS5 Pro, even though some estimates price out the actual internal Steam Machine components in the $400 to $500 range.

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return-to-the-year-2000-with-classic-multiplayer-dos-games-in-your-browser

Return to the year 2000 with classic multiplayer DOS games in your browser

Chrono Divide is a fan-made project which aims to recreate the original “Red Alert 2” from the “Command & Conquer” series using web technologies. The result is a game client that runs in your web browser, with no additional plugins or applications installed.

The project initially started out as an experiment and was meant to prove that it was possible to have a fully working, cross-platform RTS game running in a web browser. Now, with a playable version already available, the end-goal is reaching feature parity with the original vanilla “Red Alert 2” engine.

It works with a client-server model (“say goodbye to port forwarding and firewall exceptions”), supports mods, offers both modern and classic mouse control schemes, and works “on any device and operating system, directly from your web browser,” including phones and tablets. You (understandably) have to have a copy of the game files to play, though.

Further, there are leaderboards and a Discord server, plus modern-game-style “seasons” (with no monetization, of course) that feature special rules and map rotations. So there’s a decent-sized community playing Red Alert 2 on the regular in 2025, which is pretty wild.

Chrono Divide joins a handful of similar projects in bringing older multiplayer PC games with modern bells and whistles to web browsers. One example: DOS Zone offers one-click joining of online matches of Doom, Quake 2 and 3, Unreal Tournament, and Half-Life: Deathmatch—again, with a Discord server for an extra community layer.

So if you want to spend your Friday night reliving the TCP/IP and LAN party multiplayer games of the early 2000s, well, there you go. I’ll see you there—I still think Unreal Tournament is the best multiplayer first-person shooter ever made.

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microsoft-makes-zork-i,-ii,-and-iii-open-source-under-mit-license

Microsoft makes Zork I, II, and III open source under MIT License

Zork, the classic text-based adventure game of incalculable influence, has been made available under the MIT License, along with the sequels Zork II and Zork III.

The move to take these Zork games open source comes as the result of the shared work of the Xbox and Activision teams along with Microsoft’s Open Source Programs Office (OSPO). Parent company Microsoft owns the intellectual property for the franchise.

Only the code itself has been made open source. Ancillary items like commercial packaging and marketing assets and materials remain proprietary, as do related trademarks and brands.

“Rather than creating new repositories, we’re contributing directly to history. In collaboration with Jason Scott, the well-known digital archivist of Internet Archive fame, we have officially submitted upstream pull requests to the historical source repositories of Zork I, Zork II, and Zork III. Those pull requests add a clear MIT LICENSE and formally document the open-source grant,” says the announcement co-written by Stacy Haffner (director of the OSPO at Microsoft) and Scott Hanselman (VP of Developer Community at the company).

Microsoft gained control of the Zork IP when it acquired Activision in 2022; Activision had come to own it when it acquired original publisher Infocom in the late ’80s. There was an attempt to sell Zork publishing rights directly to Microsoft even earlier in the ’80s, as founder Bill Gates was a big Zork fan, but it fell through, so it’s funny that it eventually ended up in the same place.

To be clear, this is not the first time the original Zork source code has been available to the general public. Scott uploaded it to GitHub in 2019, but the license situation was unresolved, and Activision or Microsoft could have issued a takedown request had they wished to.

Now that’s obviously not at risk of happening anymore.

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google’s-latest-swing-at-chromebook-gaming-is-a-free-year-of-geforce-now

Google’s latest swing at Chromebook gaming is a free year of GeForce Now

Earlier this year, Google announced the end of its efforts to get Steam running on Chromebooks, but it’s not done trying to make these low-power laptops into gaming machines. Google has teamed up with Nvidia to offer a version of GeForce Now cloud streaming that is perplexingly limited in some ways and generous in others. Starting today, anyone who buys a Chromebook will get a free year of a new service called GeForce Now Fast Pass. There are no ads and less waiting for server slots, but you don’t get to play very long.

Back before Google killed its Stadia game streaming service, it would often throw in a few months of the Pro subscription with Chromebook purchases. In the absence of its own gaming platform, Google has turned to Nvidia to level up Chromebook gaming. GeForce Now (GFN), which has been around in one form or another for more than a decade, allows you to render games on a remote server and stream the video output to the device of your choice. It works on computers, phones, TVs, and yes, Chromebooks.

The new Chromebook feature is not the same GeForce Now subscription you can get from Nvidia. Fast Pass, which is exclusive to Chromebooks, includes a mishmash of limits and bonuses that make it a pretty strange offering. Fast Pass is based on the free tier of GeForce Now, but users will get priority access to server slots. So no queuing for five or 10 minutes to start playing. It also lacks the ads that Nvidia’s standard free tier includes. Fast Pass also uses the more powerful RTX servers, which are otherwise limited to the $10-per-month ($100 yearly) Performance tier.

Google’s latest swing at Chromebook gaming is a free year of GeForce Now Read More »

celebrated-game-developer-rebecca-heineman-dies-at-age-62

Celebrated game developer Rebecca Heineman dies at age 62

From champion to advocate

During her later career, Heineman served as a mentor and advisor to many, never shy about celebrating her past as a game developer during the golden age of the home computer.

Her mentoring skills became doubly important when she publicly came out as transgender in 2003. She became a vocal advocate for LGBTQ+ representation in gaming and served on the board of directors for GLAAD. Earlier this year, she received the Gayming Icon Award from Gayming Magazine.

Andrew Borman, who serves as director of digital preservation at The Strong National Museum of Play in Rochester, New York, told Ars Technica that her influence made a personal impact wider than electronic entertainment. “Her legacy goes beyond her groundbreaking work in video games,” he told Ars. “She was a fierce advocate for LGBTQ rights and an inspiration to people around the world, including myself.”

The front cover of

The front cover of Dragon Wars on the Commodore 64, released in 1989. Credit: MobyGames

In the Netflix documentary series High Score, Heineman explained her early connection to video games. “It allowed me to be myself,” she said. “It allowed me to play as female.”

“I think her legend grew as she got older, in part because of her openness and approachability,” journalist Ernie Smith told Ars. “As the culture of gaming grew into an online culture of people ready to dig into the past, she remained a part of it in a big way, where her war stories helped fill in the lore about gaming’s formative eras.”

Celebrated to the end

Heineman was diagnosed with adenocarcinoma in October 2025 after experiencing shortness of breath at the PAX game convention. After diagnostic testing, doctors found cancer in her lungs and liver. That same month, she launched a GoFundMe campaign to help with medical costs. The campaign quickly surpassed its $75,000 goal, raising more than $157,000 from fans, friends, and industry colleagues.

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the-analogue-3d-is-the-modern-n64-fans-have-been-waiting-for

The Analogue 3D is the modern N64 fans have been waiting for


Excellent design and display filters, but the lack of OpenFPGA support rankles.

Your Super Mario 64 cartridge has a new home. Credit: Kyle Orland

Your Super Mario 64 cartridge has a new home. Credit: Kyle Orland

If you’ve ever tried to hook an old Nintendo 64 up to a modern HDTV, you know the results can be less than ideal. Assuming your original hardware still works and your flatscreen even has the requisite R/F and/or composite inputs to allow for the connection, the N64’s output will probably look like a blurry mess on a flatscreen that wasn’t designed with those old video signals as a priority.

The Analogue 3D solves this very specific problem very well, with a powerful FPGA core that accurately replicates a Nintendo 64 and well-made display filters that do a good job of approximating that cathode-ray tube glow you remember from decades ago. But the lack of easy expandability limits the appeal of this $250 device to all but the most die-hard fans of original N64 hardware.

A beauty to behold

As a piece of physical design, the Analogue 3D is a work of art. The gentle curves of its sleek black shell evoke the original N64 design without copying it, coming in at a slightly smaller footprint and height. Plus, there’s no ugly power brick.

3D COMPUTER GRAPHICS SYSTEM. Kyle Orland

This is a solidly built device, with a nice grippy underside and springy, elegant power and reset buttons. The shell has a lot of small, thoughtful touches, too, like a front power indicator that doubles as a Bluetooth sync button and lights on each controller port to indicate when a wireless controller is connected to that slot (the Hall Effect joysticks on 8bitdo’s wireless “64” controller are a joy compared to the crunchy mechanical sticks on your old N64 controller).

The one downside to this design is that the hardware can get slightly hot after running for a while, and it emits some noticeable fan noise when stressed. The welcome screen when you first boot the system recommends you give the vents adequate space to breathe, so be careful if you plan to place it directly on the carpet or something.

I saw the TV glow

The Analogue 3D’s custom 3DOS software automatically detects the game cartridge you’ve placed into its top-loading slot and displays basic info like player count, developer/publisher, and release date on-screen (you can also load your own custom cartridge images onto an included SD card). The system maintains this info in a scrollable list of every cartridge you’ve ever inserted, allowing for a quick way to browse through your library without the need to dig out your actual cartridges. You do have to plug in the cartridges to actually play the games, though, which limits the usefulness of the on-screen library more than a little bit.

Before you launch a game, you can also configure the Display Mode between five preset options (these can also be swapped during gameplay using controller hotkeys for an on-screen menu). Of these, you’ll generally want to stay away from the “Clean” option, which upscales the N64’s 320×240 image by simply blowing up each individual pixel to fit the display. The result is an incredibly blocky image with lots of jagged edges and blobs of color that refuse to blend well with nearby elements. It’s a look that’s especially unsuited to the low-resolution textures on most N64 games, which exploited the gentle blur of a CRT to create some vivid effects.

Switching over to the “Scanlines” display option helps a bit in rounding out those jagged N64 polygons, but things really start to look better if you activate one of the system’s three different CRT emulation modes. With these, 3DOS does its best to recreate the look of an electron beam actually scanning across the phosphors on an old tube TV. These filters do an admirable job of softening the hard edges of polygons and sprites while subtly and accurately blending the colors on those low-res textures.

A scene from Starfox 64, upscaled with the Analogue 3D’s “Clean” filter (direct capture). Nintendo / Analogue

The Analogue 3D has three tube TV emulation modes, each representing consumer CRTs and the kind of Pro/Broadcast Video Monitors you’d usually only find in TV station control rooms. You can go into the menus for each mode and tinker with settings like “beam convergence” and “edge hardness,” and you can toggle N64 hardware effects like anti-aliasing and de-blurring (you can also stretch the 4:3 image to fill a 16:9 display if you’re a specific kind of monster).

In general, though, I didn’t see much upside in this kind of settings tinkering. Using the system’s default “CRT” settings created a visual experience that was surprisingly authentic to the actual CRT sitting in my home office. The only thing really missing is an option to simulate the curve of a classic CRT; the hard square edges of the Analogue 3D output are a bit lacking on that score. But that’s a minor complaint for a filter that does such a good job mimicking an old TV on new display technology.

Paper Mario with the Analogue 3D’s “Clean” filter (direct capture). Nintendo / Analogue

Open and shut

Like previous Analogue hardware, the Analogue 3D uses FPGA to accurately recreate the inner workings of an N64 at the level of individual logic gates. This time, the Analogue 3D’s Altera Cyclone FPGA sports a whopping 220,000 logic elements. That’s a big step up from the two FPGAs on 2021’s Analogue Pocket, which have just 49,000 and 15,000, respectively.

That powerful FPGA allows for perfectly accurate and lag-free N64 emulation in all of our tests with original cartridges (Analogue’s Christopher Taber warns us that “flash carts and unofficial 3rd party products can be a bit of a wild card”). But players hoping to emulate other gaming systems with that powerful hardware may run into some problems. That’s because the Analogue 3D doesn’t support the OpenFPGA standard that Analogue itself rolled out in 2022 as “the future of video game preservation.”

That standard has allowed a vibrant community of OpenFPGA developers to create dozens of free “cores” that can recreate everything from classic arcade games to 16-bit consoles with amazing fidelity. Currently, though, those cores will only work on the Analogue Pocket and not subsequent hardware like the Analogue 3D or 2023’s Analogue Duo.

That’s a shame because the OpenFPGA community would certainly be happy to get their hands on the new, larger FPGA in the Analogue 3D to build out core support for even more classic gaming consoles. And we’re sure Analogue 3D owners would be happy to use their purchase to play existing OpenFPGA cores on the big screen, complete with 3DOS’ great display options.

The beginning of Goldeneye as seen through Analogue’s CRT filter (photo of the HDTV screen).

“If we wanted to offer Analogue 3D with OpenFPGA (which is not the purpose or focus of the product), it would require not only a second FPGA, but an even more powerful base FPGA, therefore increasing the price to a price that doesn’t suit our goals,” Analogue founder Christopher Taber told Ars when the system was first announced back in 2023.

It seems likely that hackers and tinkerers will be able to expand the Analogue 3D’s emulation capabilities in the future. As it stands, though, it’s hard to recommend the hardware when options like Android-based, emulation-focused handhelds, Raspberry Pi-based emulation consoles, and even (more expensive) MiSTer FPGA boxes offer able support for much more than just N64 games.

If you’re looking for a simple, plug-and-play way to use your original N64 cartridges and accessories on a modern display, the Analogue 3D offers pretty much everything you could hope for. If you want a single device that can handle more, though, you should look elsewhere.

Photo of Kyle Orland

Kyle Orland has been the Senior Gaming Editor at Ars Technica since 2012, writing primarily about the business, tech, and culture behind video games. He has journalism and computer science degrees from University of Maryland. He once wrote a whole book about Minesweeper.

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Fans’ reverse-engineered servers for Sony’s defunct Concord might be in trouble

A group of dedicated coders has managed to partially revive online gameplay for the PC version of Concord, the team-based shooter that Sony famously shut down just two weeks after its launch last summer. Now, though, the team behind that fan server effort is closing off new access after Sony started issuing DMCA takedown requests of sample gameplay videos.

The Game Post was among the first to publicize the “Concord Delta” project, which reverse-engineered the game’s now-defunct server API to get a functional multiplayer match running over the weekend. “The project is still [a work in progress], it’s playable, but buggy,” developer Red posted in the game’s Discord channel, as reported by The Game Post. “Once our servers are fully set up, we’ll begin doing some private playtesting.”

Accessing the “Concord Delta” servers reportedly requires a legitimate PC copy of the game, which is relatively hard to come by these days. Concord only sold an estimated 25,000 copies across PC and PS5 before being shut down last year. And that number doesn’t account for the players who accepted a full refund for their $40 purchase after the official servers shut down.

Better safe than sorry

Red accompanied their Discord announcement of the first “playable” Concord match in months with two YouTube videos showing sample gameplay (“Don’t mind my horrible aim, I spend so much time reverse engineering that I no longer have the time to actually play the game,” he warned viewers). In short order, though, those videos were taken down “due to a copyright claim from MarkScan Enforcement,” a company that has a history of working with Sony on DMCA requests.

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