Cursed Problems in Game Design
889K views · 6 years ago · talk · intermediate · evergreen
A GDC talk on cursed problems in game design, meaning design problems that look solvable but where every solution brings an equally bad new problem. The speaker, Soren Johnson, walks through examples from game design to show why some trade-offs can only be managed rather than fixed.
HN people use the idea as a vocabulary for design dilemmas, applying it to Diablo's multiplayer scaling and to EdTech's retention versus friction conflict.
“it feels like Blizzard tried to solve a cursed problem and walked right into the predictable outcome.”
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