Gaming
-
The Highest Rated Episode In Dimension 20 History
This isn’t a joke, this is Katie’s life! 🚌🧝♀️ #shorts #dimension20 #dropoutTo watch EVERY season of Dimension 20, every live show, every Adventuring Party…
Gaming links roleplaying youtube dimension 20 dropout youtube shorts
-
Dear Microsoft, Here Is How I Would Fix Xbox
Microsoft Gaming has a profit margin problem. Their marching orders are to hit 30%, and right now (we think) they’re sitting at around 12% to 15% range. That means they need to roughly double their margins, a massive ask for a division with 20,000 employees across a dozen studios.
For context, even the most successful studios only hit 40% margins on a great year. CD Projekt Red, a publicly traded company, can clear that mark when they ship a massive IP like The Witcher or Cyberpunk. But CD Projekt Red is around 1,200 employees. Microsoft Gaming is much, much larger so, comparing one focused studio to an entire publishing empire isn’t exactly fair.
So how do you close that gap? You either increase revenue or cut spending. I think the answer starts with fixing Game Pass.
Simplify Game Pass
Here’s my pitch: kill Game Pass Core and the middle tier. Get rid of the confusing lineup of plans and just have one. Your current Game Pass Ultimate becomes “Game Pass” and reduce it to $25/month.
Right now, Game Pass has too many tiers doing too little to differentiate themselves. Core exists to charge people for online multiplayer, which feels increasingly absurd when I’m only playing free-to-play games like Minecraft, Marvel Rivals, or Fortnite. I shouldn’t have to pay $10/month just to play online in games that are free everywhere else.
One plan. One price. Simple.
Fix the New Release Problem
Game Pass’s biggest issue is that day-one releases cannibalize game sales. Every copy someone plays through Game Pass instead of buying is lost revenue and for a division trying to double its margins, that’s a problem.
Here’s what I’d do: new releases still come to Game Pass on day one, but they rotate out after a couple of months. Want to keep playing? Buy the game. Then, after a couple of years, those titles can come back to the Game Pass catalog permanently as part of the back catalog.
This gives subscribers the chance to try new games, which is the whole appeal of the service. But it stops Game Pass from being a reason to never buy anything. Let me discover games through the service, but make me buy the ones I love if I want to keep playing before they hit the archives.
You get the best of both worlds: Game Pass stays exciting with new releases, and you stop bleeding game sales.
Replace xCloud with GeForce Now
Now I don’t know a ton about xCloud, but what I do know is that it’s not as good as GeForce Now. So why not just build GeForce Now into the Xbox ecosystem?
Microsoft doesn’t need to own every piece of the stack. If NVIDIA already has the best cloud gaming solution, partner with them. Integrate it into the Xbox app and console experience. The user doesn’t care whose servers are running the game, they care that it works well.
Make Games Portable Across Platforms
This is the big one. If I buy a game, I should be able to play it on any device I want; so on my Xbox, on PC through the Xbox app, or streamed through GeForce Now gaming. One purchase, play anywhere.
Right now, Steam lets me play my library on basically anything. That’s a huge reason people buy games there instead of the Microsoft Store. If Xbox matched that with true cross-platform ownership, it would actually give people a reason to buy from Microsoft.
Maybe this waits for the next Xbox hardware revision, but tell people now that it’s coming. Set the expectation. Give people a reason to start building their library in the Xbox ecosystem.
The Takeaway
The path to 30% margins isn’t about cutting studios or raising prices. It’s about making the Xbox ecosystem so compelling that people actually want to spend money in it. Simplify Game Pass, stop cannibalizing sales, partner where it makes sense, and make purchases feel valuable by letting people play anywhere.
Microsoft has the studios. They have the IP. They have the infrastructure. They just need to stop overcomplicating things and give gamers a reason to choose Xbox not just subscribe to it.
-
I built a frustration game disguised as a broken SaaS dashboard. Cookie banners, modals and upgrade prompts. Close one and two more spawn. The modern internet as a playable joke.
-
I built a hacker terminal typing game. Type Python symbols to “decrypt” corrupted code, hex becomes assembly, then pseudocode, then real source. Mess up and the screen glitches. A typing tutor for programmers that doesn’t feel like one.
-
First in a series of posts on vibe coded projects.
SRE Commander — a keyboard-only RTS where you manage servers through traffic spikes, memory leaks, and cascading failures. Over-provision? Bleed cash. Under-provision? Everything buckles.
-
Viral — you play as a virus, not a single ship, but a living swarm of particles that flock using boid behavior. Consume cells, grow your numbers, dodge antibodies. Simple loop: infect, grow, survive. Looks like a neon petri dish under a blacklight.
-
Anyone playing Elden Ring on Steam Deck??
I have GeForce Now, two Macs, an Xbox and a Steam Deck. The two games I would play if I had a Gaming Computer: Elden Ring on Steam. Minecraft Bedrock on macOS or GFN. 😮💨 Does anyone know if Elden Ring Nightreign will be Crossplay? 😬
-
Just set up a basic Silverfish XP farm in Minecraft. It would be easy, they said.
I spent way too long yesterday trying to figure out a basic silverfish XP farm from YouTube. I can’t seem to trap the stupidly helpful Allay. Where might one go to get help? 😖
I’m on bedrock. I have two allays via cheat mode. They have cobblestone equipped. I throw the cobblestone down the hole above the campfire, and they don’t go down the hole. They just pick up the cobblestone and give it back to me. (^-^)/
-
Nintendo’s Palworld Lawsuit - Why Patented Game Mechanics Are a Dangerous Precedent
Game mechanics have always been the heart and soul of video games—from shooting aliens in classic arcades to the loot boxes of modern multiplayer titles.
But what happens when a big publisher decides to patent those core ideas? Welcome to the controversy swirling around Nintendo’s patent infringement lawsuit against Pocket Pair, the developer of Palworld.
In a nutshell, Nintendo claims Palworld infringes on patents that Nintendo filed after Pocket Pair had already showcased similar mechanics in both Palworld and an earlier game called Craftopia.
This legal battle raises unsettling questions about the future of game development, creativity, and fair competition in the industry.
How the Lawsuit Unfolded
Nintendo and The Pokémon Company are targeting Palworld for allegedly copying mechanics such as capturing creatures in a 3D environment by aiming and throwing an object—similar to what players experienced in Pokémon Legends: Arceus.
However, the suit seems contentious because:
- Timing: Nintendo’s patents were filed after Pocket Pair had already introduced the mechanics in Craftopia (back in 2020) and continued them in Palworld.
- Questionable Novelty: Prior art—existing examples of the same mechanic—dates to before Nintendo’s 2024 patent.
While Nintendo’s financial claim is relatively small (around $64,000), the implications could reverberate throughout the gaming industry.
The Dark Side of Patenting Game Mechanics
Stifling Creativity and Innovation
Video game genres thrive on iteration.
Imagine if the creators of Tetris had patented “falling blocks,” preventing other puzzle games from evolving.
When mechanics like “throwing objects to catch creatures” become off-limits, developers can’t freely experiment or build upon popular ideas.
Instead of pushing design boundaries, studios would be forced to tiptoe around legal pitfalls.
Blocking Indie Developers from Competing
Patent lawsuits aren’t cheap. Large corporations wielding legal muscle can easily intimidate indie teams even with modest budgets.
Even if the developer isn’t outright violating a patent, the fear of drawn-out litigation can stop a smaller studio from exploring new or similar ideas.
This creates a chilling effect and shrinks the diversity of games on the market.
Undermining Prior Art and Open Development
Craftopia, which predates Nintendo’s patent filings, already showcased the capture mechanic.
This raises the question: Should a patent be granted for something already existing in the public domain?
If big companies can skirt “prior art” by filing patents after a concept becomes popular, we risk a world where legal jockeying trumps genuine creative evolution.
Setting a Dangerous Legal Precedent
Nintendo’s lawsuit appears to be about more than monetary gains.
Securing a legal win—even with a minimal financial award—could establish a precedent for future “retroactive” enforcement of patents.
We could see a domino effect where large companies swiftly patent any emerging or existing game mechanic (like loot boxes, battle passes, or crafting systems) to wield as leverage against competitors.
Shifting Focus from Creativity to Corporate Control
The gaming community is built on collaboration, modding, and iterative improvements.
Corporate legal teams become gatekeepers when patents start walling off fundamental gameplay mechanics.
This focus on patent ownership over game mechanics risks stifling the spontaneous creative spark that makes gaming exciting and varied.
Counterargument: Do Patents Protect Innovation?
Proponents of game mechanics patents argue they protect developers’ R&D investments.
It’s one thing to guard specific code, unique artwork, or particular characters under copyright and trademark, but It’s another to claim ownership of abstract ideas or interactions.
Gameplay thrives on remixing and refining existing concepts, much like how the first-person shooter genre built upon the foundations of DOOM to give us everything from Halo to Call of Duty.
What’s at Stake for Gamers and Devs?
If Nintendo’s suit against Palworld succeeds, smaller studios could be deterred from experimenting with new or existing gameplay loops for fear of treading on newly patented territory.
That means fewer bold, creative indie projects that dare to compete with industry giants.
For gamers, that translates to a more homogenous market, with big publishers calling the shots on which core mechanics are permissible.
Where We Go From Here
-
Stricter Patent Reviews
Patent offices should thoroughly examine applications to ensure that “prior art” is respected. If a mechanic existed before a new patent’s filing date, that patent must be denied or invalidated. -
Speak Out and Withhold Support
Consider sending emails or letters to Nintendo and voicing your displeasure about their legal stance. If you disagree with these patent tactics, you could also choose not to purchase Nintendo’s upcoming console “Switch 2”. By withholding your financial support, you send a clear message that you don’t endorse aggressive patent enforcement against smaller developers. -
Consider Removing Your Game from Their Platform
If you’re a developer who has published a game on a Nintendo platform, consider pulling your title as an act of protest. Cite Nintendo’s lawsuit against Palworld as your reason for taking this stance—though, to be clear, your action is a form of protest, not the direct cause of Nintendo’s legal actions. This may seem drastic, but collective action from creators can make a strong statement. -
Support Dev-Friendly Companies
Look for publishers and platforms that embrace open collaboration and do not aggressively patent core gameplay mechanics. Encourage the industry to adopt business practices that foster free creative expression. We should champion companies that value innovation over litigation. -
Legal Reform and Industry Dialogue
Finally, push for policy changes that limit the scope of software patents. Engage in honest discussions—through social media, petitions, or at industry conferences—to build a consensus that ensures fundamental gameplay ideas remain open and free to iterate on.
By banding together as consumers and creators, we can challenge legal tactics that stifle creativity. If we speak with our wallets, voices, and actions, we have a better chance of preserving the spirit of open innovation that has driven the games industry for decades.
-
Welsh, Oli. “Nintendo and Pokémon Co. Sue Palworld for Patent Infringement.” Polygon, 19 Sept. 2024, https://www.polygon.com/news/453369/nintendo-pokemon-co-palworld-lawsuit.
-
Parrish, Ash. “Palworld Developer Has No Idea Why Nintendo’s Suing Over Its Pokémon-Like Game.” The Verge, 19 Sept. 2024, https://www.theverge.com/2024/9/19/24248957/pocketpair-pokemon-patent-infrigement-lawsuit.
-
Walker, Ian. “Palworld Update Changes Some Pokémon-Like Throwing Mechanics Following Nintendo Lawsuit.” Polygon, 29 Nov. 2024, https://www.polygon.com/news/493584/palworld-update-pokemon-nintendo-pokeball-lawsuit-patent.
-
Webster, Andrew. “Palworld’s New Island Will Be Its ‘Largest’ and ‘Harshest’.” The Verge, 28 Nov. 2024, https://www.theverge.com/2024/11/28/24308294/palworld-december-2024-update-new-island.
-
Yang, George. “Palworld Developer Launches New Game on Switch in Middle of Nintendo Lawsuit.” GameSpot, 9 Jan. 2025, https://www.gamespot.com/articles/palworld-developer-launches-new-game-on-switch-in-middle-of-nintendo-lawsuit/1100-6528719/.
-
GamerLaw. BIG Update to Pokémon vs. Palworld Lawsuit. YouTube, 15 Dec. 2024, [www.youtube.com/watch.
-
My 50+ Greatest Video Games
Here are 50+ games that have stuck with me over the years - a collection of my favorite titles that have left a lasting impression. These aren’t ranked in any particular order, just games that I’ve thoroughly enjoyed and spent countless hours playing.
- Super Mario World (SNES, 1990, Nintendo) - Classic platformer featuring Mario and Yoshi in the Dinosaur Land adventure
- World of Warcraft (PC, 2004, Blizzard Entertainment) - Massively multiplayer online RPG set in the world of Azeroth
- EverQuest (PC, 1999, Sony Online Entertainment) - Pioneering 3D MMORPG that helped define the genre
- Warcraft III (PC, 2002, Blizzard Entertainment) - Real-time strategy game featuring four unique races and hero units
- StarCraft (PC, 1998, Blizzard Entertainment) - Sci-fi RTS featuring three distinct alien races in a cosmic conflict
- StarCraft II (PC, 2010, Blizzard Entertainment) - Sequel to the iconic RTS expanding on the original’s story and gameplay
- The Legend of Zelda (NES, 1986, Nintendo) - Action-adventure game that pioneered many open-world gaming concepts
- Half-Life 2 (PC, 2004, Valve) - Revolutionary FPS featuring physics-based gameplay and immersive storytelling
- Vampire Survivors (PC, 2022, Poncle) - Roguelite survival game with auto-attacking and bullet-hell elements
- Chrono Trigger (SNES, 1995, Square) - Time-traveling JRPG considered one of the greatest games ever made
- Doom (PC, 1993, id Software) - Groundbreaking FPS that defined the genre for years to come
- Unreal (PC, 1998, GT Interactive) - First-person shooter showcasing the revolutionary Unreal Engine
- Quake (PC, 1996, id Software) - Technical breakthrough in 3D gaming and multiplayer FPS
- Sid Meier’s Civilization IV (PC, 2005, 2K Games) - Turn-based strategy game about building civilizations through history
- The Elder Scrolls V: Skyrim (PC/PS3/X360, 2011, Bethesda Softworks) - Open-world fantasy RPG set in the Nordic province of Skyrim
- Fallout 4 (PC/PS4/XOne, 2015, Bethesda Softworks) - Post-apocalyptic RPG set in the ruins of Boston
- Diablo II (PC, 2000, Blizzard Entertainment) - Action RPG that set the standard for the hack-and-slash genre
- Hollow Knight (PC, 2017, Team Cherry) - Atmospheric metroidvania with challenging combat and beautiful art
- Minecraft (PC, 2011, Mojang) - Sandbox survival crafting game with infinite possibilities
- Control (PC/PS4/XOne, 2019, 505 Games) - Supernatural action-adventure set in a shape-shifting building
- X-COM (PC, 1994, MicroProse) - Turn-based tactical game about defending Earth from aliens
- Might and Magic series (PC, 1986, New World Computing) - Classic RPG series featuring party-based dungeon crawling
- GoldenEye 007 (N64, 1997, Nintendo) - Revolutionary FPS that defined console multiplayer shooting
- Divinity: Original Sin 2 (PC, 2017, Larian Studios) - Deep tactical RPG with complex systems and multiplayer support
- Baldur’s Gate 3 (PC, 2023, Larian Studios) - D&D-based RPG with unprecedented level of choice and reactivity
- Elden Ring (PC/PS5/XSX, 2022, Bandai Namco) - Open-world action RPG featuring challenging combat
- Dark Souls II (PC/PS3/X360, 2014, Bandai Namco) - Action RPG known for its difficulty and intricate level design
- Overwatch (PC/PS4/XOne, 2016, Blizzard Entertainment) - Team-based hero shooter with diverse character roster
- Team Fortress 2 (PC, 2007, Valve) - Class-based multiplayer FPS with distinctive art style
- Borderlands 3 (PC/PS4/XOne, 2019, 2K Games) - Looter-shooter with irreverent humor and billions of guns
- Warframe (PC, 2013, Digital Extremes) - Free-to-play sci-fi action game with space ninjas
- Resident Evil 4 (GC, 2005, Capcom) - Revolutionary third-person survival horror action game
- Assassin’s Creed IV: Black Flag (PS3/X360, 2013, Ubisoft) - Open-world action game set in the Golden Age of Piracy
- Stardew Valley (PC, 2016, ConcernedApe) - Farming simulation RPG with rich social interactions
- RimWorld (PC, 2018, Ludeon Studios) - Sci-fi colony management simulation with emergent storytelling
- BioShock 2 (PC/PS3/X360, 2010, 2K Games) - Underwater FPS sequel exploring themes of family and collectivism
- Max Payne 2 (PC, 2003, Rockstar Games) - Noir action game featuring bullet-time shooting mechanics
- Death Stranding (PS4, 2019, Sony Interactive Entertainment) - Unique delivery action game with social connection themes
- Frostpunk (PC, 2018, 11 bit studios) - Society survival game in a frozen post-apocalyptic world
- Orcs Must Die! 2 (PC, 2012, Robot Entertainment) - Tower defense action game with trap-laying mechanics
- Deep Rock Galactic (PC, 2020, Coffee Stain Publishing) - Co-op mining FPS featuring space dwarves
- Heroes of Hammerwatch (PC, 2018, Crackshell) - Roguelite action RPG with pixel art graphics
- Smite (PC, 2014, Hi-Rez Studios) - Third-person MOBA featuring mythological deities
- Factorio (PC, 2020, Wube Software) - Complex factory building and automation simulation
- Left 4 Dead 2 (PC, 2009, Valve) - Cooperative zombie survival FPS with dynamic AI Director
- Bloodborne (PS4, 2015, Sony Interactive Entertainment) - Gothic action RPG featuring aggressive combat and Lovecraftian horror
- Final Fantasy VII (PS1, 1997, Square) - Landmark JRPG featuring epic story and innovative materia system
- Clash of Clans (iOS/Android, 2012, Supercell) - Strategic mobile base-building and raiding game
- Cyberpunk 2077 (PC/PS4/XOne, 2020, CD Projekt) - Open-world action RPG set in a dystopian future metropolis
- Risk of Rain 2 (PC, 2020, Gearbox Publishing) - 3D roguelike shooter with escalating difficulty and power progression
- Hades (PC, 2020, Supergiant Games) - Action roguelike based on Greek mythology with compelling narrative
- Halo 3 (X360, 2007, Microsoft Game Studios) - Epic conclusion to the original Halo trilogy with groundbreaking multiplayer
- The Elder Scrolls IV: Oblivion (PC/X360, 2006, Bethesda Softworks) - Open-world fantasy RPG set in the Imperial province of Cyrodiil
- The Legend of Zelda: A Link to the Past (SNES, 1991, Nintendo) - Beloved action-adventure featuring parallel Light and Dark Worlds
- Super Mario Bros. 2 (NES, 1988, Nintendo) - Unique Mario platformer based on Doki Doki Panic with character selection
- Torchlight II (PC, 2012, Runic Games) - Fast-paced action RPG with mod support and multiplayer features