#ludically
And it's probably why board games were a good fit for me in the first place, and is certainly why so much of my research work has centered around the three-dimensional toy games of the sixties and seventies, which are often less, uh, ludically compelling to modern tastes.

/fin
July 30, 2026 at 11:24 AM
Have there been many games lately that were like Devil May Cry 1? Specifically Devil May Cry *1*, with all the inherited Resident Evil/exploration jank, the only DMC that really sings to me ludically
May 12, 2025 at 10:28 PM
early in that new James Bond video game they have a playable training montage where you're constantly switching between the various modes of gameplay that the game is tutorializing and i just kind of thought "did they accidentally find the perfect way to ludically represent disassociation"
September 30, 2026 at 3:53 PM
leaving a rough game night like what happened ludically here tonight can never be allowed to happen again
June 27, 2026 at 3:00 AM
but yeah, tl;dr, the romance/influence mechanics in Star Ocean games, or even, like, literally any Mass Effect or Dragon Age game, are ludically closer to a "dating sim" than virtually anything in most VNs.
July 11, 2025 at 1:09 AM
The original style of CRPG party is ultimately envisioned, often, as your groupies who represent different "playthroughs" & are there to provide backup or rewards for different moral trqjectories or quest lines. This makes intra-character friction ludically tricky even before we hit player response.
September 1, 2026 at 8:40 PM
What's interesting & perhaps unfortunate is that as games have gotten more concerned with narrative experience, this tension has been heightened significantly. Ludically conditioning the player, say, to ignore evocative moans of pain & horror or gruesome spectacle.

bsky.app/profile/mosh...
I do agree that "many people experience games on a purely ludic level"

and "on a ludic level, many games are absurdly grotesque"

are two facts that are somewhat discomforting when paired together.
March 4, 2026 at 8:11 PM
The main contention is accessibility. There has NEVER been a version of FFVI that was meaningfully ludically inaccessible — from a UI and UX experience it is an immaculate ludic experience. Anybody could have played FFVI at any time on any platform—It's preserved just fine.

bsky.app/profile/grim...
December 3, 2024 at 12:04 AM
Dungeon Twister
de Christophe Boelinger chez Ludically
Si en 20 ans, t'as pas joué à DT, t'as raté ta vie ludique !
www.lencephalo.com/dungeon-twis...
#j2s #jeu #boardgames #jeudesociete #jeudeplateau #jeux #games #game #gamer #gamers #boardgame #tablegames #bgg #bggcommunity
December 11, 2024 at 1:20 PM
I just don't think you can meaningfully extract minmaxing (ludically) and a perverse degree of genuinely self-involved special snowflake syndrome (narratively) from a coherent explanation of what's happened with half-elves, drow, tieflings, and arguably dragonborn warlocks
August 15, 2025 at 11:17 PM
This is also, on a much more prototypical level, what happened with Half-Elves. They were meant to be outcasts! Then they just kept being so good ludically that the reams and reams of people playing them genuinely *precluded* the ability to actually tell a non-trite story about cultural alienation
August 15, 2025 at 11:12 PM
new beach gen GAIDEN; pang and raph wrestle with the unambitious remake of what has always been a ludically confusing game: www.youtube.com/watch?v=hR0A...
Escaping SILENT HILL 2, two decades on
YouTube video by Beach Gen Game Club
www.youtube.com
December 15, 2024 at 1:33 AM
It's a game doing creative things narratively and ludically which is all I can ask of anything anymore
January 28, 2025 at 6:29 PM
It's not that there aren't interesting games, but a hell of a lot of games choose utility over message in ways that make them ludically enjoyable (&, chiefly, flexible) but philosophically childlike.
March 19, 2026 at 9:33 PM
Man i miss when Epic made technically impressive but ludically middling DOS games. instead of reselling shovels to slopminers.
June 17, 2026 at 3:37 PM
never watched a markiplier video but I do have a deep appreciation for ludically innovative low budget horror games
December 5, 2025 at 11:30 PM
I tend to agree, ludically. Phantasy Star II has an incredibly rich story/worldbuilding and arguably a more charming character art style (I think Toyo Ozaki's work is *as good* overall but wasn't translated into pixels with much of its character intact) but playing it is a *gauntlet*.
February 23, 2026 at 8:04 PM
Peacemakers: Horrors of War is an uncommon game, one that walks a delicate line both ludically and narratively, but that also communicates the terror of conflict and the price of heroism better than most wargames. My review: spacebiff.com/2024/08/09/p...
Walk the (Slack) Line
Peacemakers: Horrors of War fascinates me. This is my third visit to Sami Laakso's Daimyria, a world not dissimilar to ours but populated by countless species of fur and scale and feather. Like humans...
spacebiff.com
August 9, 2024 at 7:28 PM
In some very key ways I find it much more ludically anarchist than even Oblivion or Morrowind, much less Skyrim
December 6, 2024 at 10:37 PM
Vous voulez essayer Rise & Fall, version Deluxe et pour 8 joueurs ? C'est à l'Escale à jeux - Ludogîte qu'il faut venir !
#j2s #ludically #8joueurs #ludogîte #rise&fall
March 6, 2025 at 9:51 AM
I honestly think Disco Elysium, as someone has pointed out elsewhere is, the best model for gameplay - Rapture was an interesting but ultimately ludically bland walkathon
February 26, 2025 at 1:11 PM
I rolled credits on #detroitbecomehuman and I gotta say, it was actually great. #davidcage / #quanticdreams games are ludically unambitious sometimes but I liked the simulation gimmick, nice way to cue up cool action sequences as (simple) puzzles, the QTEs worked, and the production design […]
Original post on social.ben.ie
social.ben.ie
June 23, 2026 at 10:46 PM
Leading to what I bemoan as the "FORTNITEification of fantasy role-playing" where every player character must necessarily become a vapid, ludically interchangeable wrapper, necessarily scotch-taped to the real-world metadata of the player's inhabited identity and social cachet with no sunlight twain
January 9, 2025 at 7:11 PM
Long-range dependencies are what give you consistency. Linguistically it shows up in anaphora and coreference resolution. Ludically it's having a long-term playing strategy. Rhetorically it keeps you from contradicting yourself. Above all it keeps you tethered to the world and not hallucinating. 6/7
January 29, 2025 at 7:03 PM
NOO!!!! NO!!! IM BEING FOCUSED ON AND MY SYSTEMS ARE BEING ENGAGED WITH LUDICALLY!!!!!!
July 7, 2026 at 2:31 AM