Infinite Craft How To Make Baconator

Infinite Craft is the one of the strangest browser games you’ll ever play, and its viral popularity is soaring right now. The very essence of simplicity, the game really just boils down to combining two words together to get a third result. The combinations you can arrive at from just four starting words appears to be, well, infinite.

This Infinite Craft recipe guide is all about making Baconator, the famous cheeseburger from Wendy’s.

 

Infinite Craft Baconator Recipe

There are nine steps required to arrive at our goal.

Start with the basic elements:

  • Earth + Wind = Dust
    • Dust + Fire = Ash
      • Ash + Water = Puddle

Separately we craft:

  • Water + Fire = Steam
    • Steam + Earth = Mud

Now we combine the two results:

  • Puddle + Mud = Pig

And then carry on with:

  • Pig + Fire = Bacon
    • Fire + Fire = Volcano

Combining those final two nets us:

  • Bacon + Volcano = Baconator

 

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Infinite Craft Baconator Results

Baconator has some wild results when combined with other ingredients, including:

  • Tiger Woods + Baconator = Tigerator
  • Steam Punk + Baconator = Steam Baconator
  • Hero + Baconator = Superman
  • Gravity + Baconator = Black Hole
  • Tornado + Baconator = Baconado
  • Lightning + Baconator = Zeus
  • Rainbow + Baconator = Unicorn
  • Whale + Baconator = Whalecator
  • Clown + Baconator = Ronald McDonald

 

https://hard-drive.net/guides/elden-ring-shadow-of-the-erdtree-release-details/

 

That’s every ingredient and the recipe needed to make Baconator in Infinite Craft.

Jane Goodall Total Pill Throughout Mario Party Game Where She Didn’t Get to Play as Donkey Kong

LONDON — Noted primatologist Dr. Jane Goodall made things very awkward during a recent Mario Party game when she threw an hours-long tantrum over not getting play as Donkey Kong, other attendees of the failed game night confirmed.

“We were so excited when she invited a bunch of us neighborhood kids over for a round of Mario Party Superstars. It’s not every day you get to play video games with an almost 90-year old legend of zoology. But damn, as soon as Ricky selected DK, she just totally shut down. It was the most passive-aggressive I’ve ever seen someone be,” said 11-year-old Conner Adamson-Davies, as he nursed a Capri Sun amidst his shellshock.

“And then came the insults, my word. You wouldn’t know it from the gentleness of her public persona, but may god have mercy on the next poor soul that makes her play as Peach. I hope you have some thick skin, and a skull that can withstand multiple Mountain Dew cans being chucked at it,” Adamson-Davies went on, trembling visibly.

Dr. Goodall offered a terse comment, from behind the door of the bedroom she ran to after the kids noticed she had started to cry.

“It’s frickin’ bullcrap! I totally called dibs on DK while we were eating our Go-Gurts beforehand, but I guess nobody heard me because all those noobs have so much poop in their brains that it overflowed into their ear canals. I oughta pack up and move back to Gombe where I’m shown at least a shred of respect” said Goodall, as she cracked her ‘Gandhi-King Award for Nonviolence’ over her knee in a huff. “What’s even the point of playing if I have to play as lame-ass Peach? I almost threw the Switch in the game room fish tank after the first round of Bumper Balls. Screw all those kids, for real.”

Fellow British conservationist Sir David Attenborough shared his thoughts on Goodall’s less-than stellar gaming etiquette.

“Oh, it’s a frightful sight. Gives me the shivers just thinking about the last time all we English nature figureheads got together, sampled some brandy, and fired up the old N64 to play a spot of Smash Bros. I made the mistake of selecting the noble neck-tied jungle ape whilst she was off indulging in a tube of that on-the-go yogurt she so enjoys,” said Attenborough, as he stroked the head of a docile vulture on his shoulder. “Try as we might to explain the upsides of playing as Captain Falcon, she made us, as she put it ‘talk to the hand’ until everyone dispersed for the night. She hasn’t spoken to me since.”

At press time, Goodall has chosen to funnel her frustration into her music, and was seen fumbling through the bass guitar tab for the “DK Rap.”

Last Epoch Ezra’s Ledger Give To Ezra Or Artem

Last Epoch has you make a few decisions which cannot be taken back, among them a choice between returning Ezra’s Ledger to him, or giving it to the eavesdropping Artem instead. This Last Epoch guide will help you make an informed choice on whether to give the ledger to Ezra or Artem.

 

Last Epoch Return Ezra’s Ledger To Ezra

Last Epoch Ezra's Ledger Choice
Last Epoch Ezra’s Ledger Choice

What the choice really boils down to is which of the rewarded items you would rather have in your possession. Ezra will give you:

Avarice Unique Leather Gloves

  • 10 Armor
  • 5-10 Mana
  • 3% Elemental Damage Leeched as Health
  • 30%-39% Increased Leech Rate
  • 13% Elemental Resistance

 

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Last Epoch Give Ezra’s Ledger To Artem

Last Epoch Ezra's Ledger Choice
Last Epoch Ezra’s Ledger Choice

Giving Ezra’s ledger to Artem instead, aside from an act of betrayal, will net you a seemingly better reward:

Gambler’s Fallacy Unique Ruby Amulet

  • 5-25 Health
  • 100% Critical strike chance if you have not dealt a critical strike recently
  • 50% less Critical strike chance if you have dealt a critical strike recently
  • 10-15 Health Gain on Crit

Having seen the stats on both items, the Avarice gloves are clearly the better choice for the long haul. Though it is possible that a very specific build could take advantage of Gambler’s Fallacy.

There is no way to get both Avarice and Gambler’s Fallacy, since the questline for the other branch simply ends when the ledger is handed over. As it stands, the choice isn’t really game-breaking, and there will likely be plenty of better gear to come, given the genre’s core mechanics of loot.

 

Last Epoch Keeper Vault Bug Fix

 

That’s everything you need to know about making the choice between giving Ezra’s ledger to either Ezra himself, or to Artem.

Dying PS5 Claims to See Red Clouds

SAN MATEO, CA — Following a recent announcement by its doctors that it had entered the latter stage of its life cycle, loved ones of the PlayStation 5 report that the console had begun reacting to strange visions during its final moments.

“I see … clouds…,” said the PS5 to its caretaker, “They feel kind of nice … wait, no … red? What’s that noise? I don’t have a PlayStation 2 disc! Help! No!” As the console began to panic, the nurse administered a sedative for its own protection.

Although visiting relatives have shown concern for the PS5’s remarks, medical staff insist this is unfortunate but natural behavior for game consoles in palliative care. “I can never blame the family for being shocked,” explained gaming hospice director Dr. Larry Früchtekuchen. “This is all new for them. But I’ve seen dying consoles go through this dozens of times. I personally handled the paperwork to take the Sega Dreamcast off life support.

“The fact is, as a console’s hardware begins to fail, the same systems that once created virtual worlds for the amusement of the player turn inward for the console itself, creating a state of constant delirium. These visions are usually pleasant, but there are exceptions, particularly when their life comes to an end prematurely.” Dr. Früchtekuchen shuddered involuntarily. “Sorry, I just remembered what it was like for the Wii U at the end of its life.”

“I can see … I can see my ancestors,” said the PlayStation 5, experiencing a common vision for dying consoles. “Dad, Grandpa Triple, even Little Vita … I never thought I’d see you all again.” The PlayStation 5 hummed a short tune resembling the PlayStation 1 startup noise before moving its arms around as if it were holding a PlayStation Move controller. “I love LittleBigPlanet! Hurry, Cole, use the EyeToy before Colonel Radec steals all the Wumpa fruit!”

Although attending physicians maintain that the best thing to do for dying consoles is to allow them to endure their final delusions in comfort, not all of the PlayStation 5’s associates agree. “It’s just heartbreaking seeing him like this,” said Charles Pinto, a close friend of the PlayStation 5. “I don’t want him to die, of course not. I love him. But it almost … I really hate saying this, but it’d almost be easier if he did, you know? Being dead is better than where he is now. It’s got to be. Right now, he’s not dead, but he is gone.”

Counselors for the PlayStation 5’s family have urged them to do their best to make peace with the console in its final moments, while offering similar assistance in helping the console itself accept its imminent death when he is able to accept it. “I’m not ready to go,” said the PlayStation 5 during a rare moment of lucidity.

“I know it has to happen eventually, but … I’m just not ready. There’s still so much I never got the chance to do. I never even had a really good exclusive. I was supposed to at least see the PS6’s release date.” The console stared outside the window of its facility for five minutes before it spoke again. “Did you know I can stream music? Could I play something for you? While I still can?” The console proceeded to play a melancholy piece by Bach for as long as possible until the visions returned. “…Knack?”

At press time, the Xbox Series X in the adjoining room told its loved ones that it could see a welcoming blue light.

Rumor: Conan O’Brien Cast As Main Villain In Death Stranding 2

Former Late Night and Tonight Show host Conan O’Brien has been cast as the main villain in the upcoming Kojima Productions Death Stranding 2 On The Beach, according to a source familiar with the game’s development.

“I can’t tell you who I am, but let’s just say the Simpsons Monorail song wouldn’t exist without yours truly,” The anonymous tipster said. “I also had a brief stint on late night TV, but that’s all I can tell you.”

The source shared details on the process of how Conan was cast to play the villain in the upcoming sequel.

“I visited Kojima Productions during the development of the first Death Stranding, and Kojima added my face to his very normal collection of 3D scans of celebrity faces, and asked if I wanted to be in the game. I said sure, and recorded a few lines and that was it. I think my character in the game gives Norman Reedus an otter hat. Back then I was still on TV, so I couldn’t commit myself to being in the full game, but because my career has totally cratered the only thing I have going on is a podcast with my assistant Sona and whatever celebrity guests I can bribe into coming on.

“So when Kojima called and told me he needed someone who resembled a redheaded Slenderman for the role of the big bad in the sequel I jumped at the opportunity.” Our source said, while doing a string dance. “I made some shall we say ‘questionable choices’ during the big NFT craze, and my kids are still expecting me to pay their way through college. So I said I’d pay for college when one of you ungrateful leeches slashes all the tires in Jay Leno’s garage. Make that happen and then we can talk.”

The anonymous tipster attempted to share details about the game’s plot, but had some difficulty.

“So in the game, Norman Reedus is transporting a baby in an oversized mason jar across the United Cities, and my character controls a herd of flesh-eating otters with a magical kazoo to try and stop him,” The source said. “To be quite honest I don’t know what’s happening most of the time. The dialogue is cryptic at best or self indulgent, navel gazey drivel at worst, but hey, it’s a paycheck. Maybe someday I’ll be allowed back on television. Until then I hope you look forward to seeing me, Conan O’Brien, in Death Stranding 2 On The Beach!”

Hideo Kojima was unavailable for comment as he was on an ice fishing expedition with Geoff Keighley.

Making Games Is Awful, I Love It: A Conversation With Exploding Kittens’ Carol Mertz

Carol Mertz is a Senior Game Designer for the tabletop game company Exploding Kittens, makers of the game and company namesake Exploding Kittens, Throw Throw Burrito, Poetry For Neanderthals, and many others. Mertz began game development as a hobby she did with friends, but would eventually go on to earn her MFA in Game Design from the NYU Game Center in 2019. She has toured the country with HELLCOUCH: A Couch Co-op Game, and has also released With You, a cooperative two-player puzzle-playground game, and We should Talk, a short-form narrative game, which are available on Steam and itch.io.

Minus World: You started doing game design as a hobby, right?

Mertz: Yeah, in 2010 with other friends from college, I graduated with a major in interactive media with emphasis in animation, and that meant that I was surrounded by a whole bunch of other dweebs who were really into animation and video games. And we were like, “Hey, let’s be dweebs together, and work on these things together.” And in Saint Louis, you probably know this, but especially 15 years ago, there was not much of a visible video game scene.

MW: Did you get swarmed with people who were interested in game design wanting to work for you?

Well, no, we were working in isolation, like, you know, we weren’t marketing ourselves or anything. Nobody knew what we were doing and we didn’t know what anybody else was doing. And so we were working in this little bubble of not knowing what we were doing. I had a tiny bit of experience or at least exposure to the industry because I went to my first GDC in 2007. Like I convinced my employer at the time to send me and I have no idea why or how; I wasn’t making games at the time. I was just like a student and they were like, “Yeah, sure, this seems relevant.” Me, a web designer, was at GDC, rubbing elbows with Miyamoto. So I had some minor exposure to the industry, but no experience making games. No idea what the fuck I was doing. I just knew that I liked the industry and was interested in learning more about it. And so when we started getting together and talking about what we wanted to do, we were just like, “Well, let’s experiment, Let’s just play around.” Let’s take an established idea and develop it into something more. So we developed a Simon clone that we made for iOS, and that was when iOS apps were not a common thing to be making. We actually wound up getting quite a lot of downloads. It wasn’t paid or anything, so we didn’t make any money on it, but we were like, wow.

And so we kept kind of experimenting and playing around. The team eventually shrunk down to me and the two friends that I formed the studio with, and we were just doing this sort of hobby approach. And eventually a Game Jam approach where we were just going to local game jams. Once we did find a scene and you know, making games on a weekend and just like trying to churn out as much shit as we possibly could so that we could start making good stuff and we did that for several years.

And then I finally made my own mobile game where I was the lead developer. Like I had been in a support role doing art or doing production. But I finally decided to be lead designer and lead developer on my own title in 2014 I think. That was when I was just like, “No, I really want to keep doing this. Yeah, I want to keep doing this for good.”

MW: Now, how long after you started doing it as a hobby, did you feel like, “Hey, I think this is what I want to do with my life”? Was it immediate or did it take some more time to get to know that for certain?

Yeah, like even when we started as a hobby, I never really saw it even as a viable career path. It took me four or five years of getting to know the industry better, getting to know other indies, and seeing other indies find success and recognizing that this is a viable career path. If I can figure out what I’m doing and can win the lottery ticket of either getting a job that can sustain me or making a game that can sustain me or whatever.

And so I think it was around 2014, 2015 when I was like, actually, this is legitimately what I want to be pursuing. Yeah, because up until that point I had been really focused on web development, like I’m a great web developer. We were making enough doing that for clients that we were sustainable and we were independent, but it was boring.

MW: And it’s not how you want to spend your life.

Exactly. And so in 2016, I left my studio, and it was super amicable. They were interested in maintaining their design direction, and I was interested in moving full time to video games or to games in general. And so I went to work with another full time game studio here in St Louis for a few months. it wasn’t the right fit for me, but it made me realize that yeah, video games are still like the core focus of my life. And at that point I was delving more into like, community stuff.

MW: Stuff like the Pixel Pop Festival?

Yeah, I started Pixel Pop Festival with some friends in 2014, but then I took it over as the executive director in 2016. Because again, I was kind of refocusing all of my energy toward games at that point. And I shifted into teaching. So I was teaching game courses at Lindenwood in Saint Louis and eventually somebody on Twitter reached out and was like, “Hey, NYU is offering this scholarship for women. Maybe you should check it out”.

I had literally never in my entire life, in my entire career, considered going to grad school. But this person reached out, and I feel bad because I don’t even remember who it was. It was essentially a stranger. Like just a random follower was like, “Hey, I saw this and thought of you.”

MW: Isn’t it funny that little things like that happen to us? The little offhand comments that just make you think about something that you’ve never thought about in that way or never even giving consideration to, and suddenly change the course of your life.

Yeah, it was wild. And I appreciated it so much that they thought to send me this thing and they probably didn’t even think that much of it, but it legitimately changed the direction of my life after that.

MW: So you go to NYU and you’re there for two years, right?

I was there for two years. Yeah.

MW: And what was that experience like? I listened to a little bit of another interview that you did a few years ago. It sounds like you had a pretty remarkable time.

Yeah. I mean, this is where we get into. “It’s terrible. I love it” territory. I knew what I wanted going in: I knew that I wanted the mentorship I couldn’t find in St Louis. I had kind of risen to the mentor position in Saint Louis, but there weren’t any mentors who could help me. And so I was desperate for guidance from people who knew more about what they were doing than I did.

And I got that there. I was also desperate for the space and the freedom, but still some structure to make creative, expressive work. And I got that there. But because I got those things, I went into super brain mode and burned myself the hell out within those two years. But I made a ton of work that I’m so, so proud of.

But by the end of it, I was like really…

MW: Almost a dead body?

Yeah, I was just barely trudging through. And I was suffering a lot from mental health issues and stuff like that, not realizing that it was burnout. Like neurodivergent burnout that I was experiencing. I was nonfunctional and I was really, really hurting.

MW: With the projects, were some of them collaborative? Were you on your own? Were you doing the programming, the art, and everything for the games? Or was it a team effort?

A little of both. It really depended on the class and the project and everything. Most of the timethe way that NYU is structured is that they essentially train you to be an indie powerhouse. They give you a background in game design and all of the tools to support that game design.

So you really have to be able to make your own projects, and I excel at that sort of thing. But there were a bunch of projects that I did, like We Should Talk and Hell Couch and Chroma that were all collaborative. Whereas my thesis project With You was a solo project.

That is another example of “Making games is horrible, I love it,” but it was that strange process to me.

MW: But then you had this beautiful thing that you can look at and share with everyone. So has the payoff always outweighed whatever trials and tribulations that you’ve gone through when you’re making a game? At the end are you satisfied?

There are moments where I’m satisfied, but I think, as is the nature with any artist, I’m never satisfied with my own work. It’s like really like I have to decide that something is done, because otherwise it’s never going to be done. I think a lot of us struggle with that, and for something like With You, I look at it and I think about all of the things that I wish I would have done or I wish I had the knowledge to tackle or I wish I had the energy to tackle. And I look at all of the things that I’m afraid that my players are going to see and think that I half assed it.

MW: All the things that you notice that the player probably doesn’t?.

Exactly.

MW: And the audience is like, “no what are you talking about?”

You don’t care. So having those moments of somebody at GDC one year was like,”Wait, you made With You?I just saw that. I just played it. That’s amazing,” And I’m like, wait, wait, this is a game that I released with no marketing, no anything. And yet some random person who I’m having lunch next to recognizes my game.

That’s the moment where I’m like, it matters to me.

MW: This is why I do this.

Yeah, but on the other hand, because With You is a two player game that is designed for dates for romantic couples. It is unusual. It is uncommon. And in a Steam landscape it sticks out in a certain way. And because of that, it sort of became a meme after I launched it and like, people started leaving really sexist and homophobic reviews on it.

MW: Wait, gamers did that?

Gamers right? In what world would they be nasty about a sweet cute little game made by a single person in a really difficult time of her life?

That sort of thing certainly tends to overshadow the small moments of joy, of seeing the kind reviews and the feelings of, you know, of hearing from people who you meet that it was meaningful to them. That’s really important and that’s really special, but it’s so hard not to let the vitriol overshadow the successful moments.

MW: I think as with a lot of things people are probably more willing to go online and make negative comments than the people who really loved what you did considering taking the time to go and write a review. It’s a relatively small percentage of people that actually take the time to write those reviews.

Absolutely, and there’s also an element of like the memetic aspect of it is community driven. Like there’s something like these people are participating with other people and trying to build a community and trying to build a common joke. And I can appreciate that. But at some point they’ve lost the fact that they’re making the joke at the expense of an actual human who made this project and cares about this project. And that sucks.

MW: So after NYU is that when you wind up at Exploding Kittens or you come back to Saint Louis? Or what are you doing after NYU?

I came back to Saint Louis and I was planning on focusing on Pixel Pop and freelance work and community work. I had this goal for myself that I was just going to keep this indie momentum that I had built up through Hell Couch, and the couple of publishing contracts that I had out of NYU. Then the pandemic hit and my biggest client at the time was Exploding Kittens.

I was doing design work with them, and they were part of my freelance plan. It was in the middle of 2020 when they were like, you know, do you want to just like, join us full time? I was like, wait, health insurance structure and steady paycheck. Yeah, I’ll consider that. That was when I kind of abandoned all hope for freelance through quarantine and pandemic stuff and shifted to full time board game design, which I never really imagined myself doing, but it’s been surprisingly satisfying.

MW: I love to hear that. What are unique nightmare scenarios that come up when designing a tabletop game or a board game? Yesterday I was listening to this interview you did a few years ago, and you’re talking about how you have 5 minutes for people to be invested in the thing that you’re trying to get them to play, and I think that is so true… I can’t tell you the number of board games I’ve tried to pick up with friends and there’s an entire book explaining all the rules. And I look at a game like Throw Throw Burrito where it’s a single sheet of paper and it’s like, “Hey, this is how the game is played,” and it’s spelled out with very cute illustrations. There’s also a link to a YouTube video that explains how you play. So what are some unique problems that you run into with tabletop design?

It is very unique, and to be clear, at Exploding Kittens, we make mass market board games, which means these are board games that don’t presume that our players have any prior game literacy. We’re not gearing toward the hardcore gamers, right? We’re gearing toward the moms walking down the aisle at Target.

And so it’s that much more imperative that these games are approachable and accessible and that they’re quick to learn and they keep your attention while they’re playing. They’re engaging the entire room, all of these things. In video games you can have a great little trailer, you can have the tutorial at the beginning that really walks you through. You can have all the systems in the game force you to do exactly what you’re supposed to do. But in a board game, that’s the player’s brain. You have your instructions that you write and you know that the player is going to skip half of those instructions and make up their own rules because why not? We have our How To Play videos for everything, but that still leaves room for error. And it’s just really about making sure that the experience is amazing, even if it’s broken.

MW: Do you have a “time to fun”? Like you only want so many minutes to pass before the people are playing the game and having fun?

Not in specific terms, but we are not going to release a game if we don’t see people laughing within the first few moments. It is so much about the experience for us and it is so much about the community when people are playing that if people are just being really contemplative and like looking at their cards and not really talking to each other and not really reacting to other people’s plays, then it’s not going to be out in the world.

So the other thing that I think is worth noting, like I’m always working on several simultaneous projects, whereas in a video game studio, you’re focused on one thing. For example, last year I led three projects that were released in 2023. I have two projects that have been released in 2024 with another coming, and those are just the ones that made it to shelves. We’re constantly cycling concepts and working on stuff.

MW: How many ideas do you think “this seems wonderful,” but then when you actually make a prototype, you playtest it and say “Oh, this ain’t it”?

All the time. And you know, again, it’s coming up with ideas, testing it out and seeing if people actually seem to enjoy it. And if they don’t, then you decide whether or not it’s worth revising if there’s enough there. But ultimately it boils down to “will people want to buy this?”And that’s the big difference between working at Exploding Kittens versus having been an indie designer, because I never really thought about if people were going to give a shit about my stuff. I would just keep making it to express myself, and now I’m making it to reach as many people as I can.

MW: This needs to be marketable and fun.

Yeah, exactly. 100%. Because that is one part of the process, I have to consider the cost of goods and whether or not it’s even going to be something that we can afford to produce. So that people can afford to buy it, especially “in this economy?” We have all these constraints about how much people are willing to pay for a game, which gives us constraints about how much we can put into a game. Which is just another part of the thought process.

MW: Yeah, that obviously makes sense, but I never would have given that any thought.

So many ideas die because they’re great ideas and super interesting and you know that it would look amazing in a box on a shelf, but, it would make it so expensive.

MW: Is Exploding Kittens still the most successful Kickstarter campaign?

It was the most backed, which means the most people backed it.

MW: Have you had a project or something you know would be so good, but it makes no financial sense for you to try and make it. Have you thought about Kickstarting more elaborate projects like that?

Kickstarter is never going to reach as far as mass market retail. Like, that’s just the nature of it. And because of that, the goal is once a company gets to the point where they’re able to start selling to the mass market, I think the goal is to be mass market first. We have done a couple of Kickstarter since the original Exploding Kittens and they’ve done well, but it’s more of a way of getting our core player base to feel more involved in the process and to have a say in how things turn out. It’s really more of a community thing on our part and it’s a lot of work. So I think it’s something that a lot of companies are kind of cooling down on as they shift more towards retail stuff.

MW: How fun is it to make rules for a tabletop game?

So I actually really like it because I’ve said this before on Twitter and, sneak preview: I’m going to say this in my GDC talk too. But writing board game rules is like programming for a computer that gets bored easily and arbitrarily skips half the code.

I can code, but I don’t love coding. I like the logic of code, but I don’t like having to memorize syntax. I don’t like to, you know, like having to worry too hard about the mathematical aspects of it. I’m terrible at trigonometry, and rarely do I have to deal with trigonometry when I’m writing or designing board game stuff.

And so I’m just thinking about how would a human brain parse this if they came into this with zero knowledge of what I’m trying to get them to do. How by the end of this ruleset can I get them doing as close to what I want them to do as possible? And that to me is such an interesting challenge and has been the most fun part for me of working on board games because it’s also an iterative process of writing what you think it’s going to be, and then it becomes this experiment where then you put it into play testing and you see how wrong you were.

Then you iterate and then you do that process over and over, and I compare it to the scientific method of like you’ve got your hypothesis, which is your game design, and then you build your your prototype, and you run it through the experiment, which is the play test, and then you iterate and revise your hypothesis based on the results of the experiment and it’s this really nerdy but also very like psychological and personal kind of process.

It’s very satisfying for me.

MW: That sounds so fun.

It’s also just really interesting to see how different people process rules differently. Because you can’t rely on one single playtest. Everybody reads differently, everybody processes things differently.

MW: Yeah, everyone will interpret the rules differently or just discard them entirely. Like that thing where you play Monopoly at someone’s house and go, “what are you talking about? Those aren’t the rules.”

They’ve been playing it wrong for years, but the “house rules,” I think that’s another really cool thing about board games is that I’m writing my rules knowing that players are going to make their own rules on top of them, and knowing that this thing that you’re designing, this thing that you’re creating, is just going to continue to evolve in the hands of your players is also really exciting. And there aren’t very many video games that do that.

MW: How do you avoid being complacent at a place like Exploding Kittens? Making sure that you’re not just making a game because you need to make a game because you’re Exploding Kittens. Is it easy to stay excited about the work that you’re doing with Exploding Kittens? Because eventually everything is a job, right?

This is a really interesting and complicated question. I am, like I said, neurodivergent, and games have always been my special interest. And so the fact that games are my special interest, the fact that I care so much about games and the experience of playing games and the impact of games on society and culture. I do view my work with a level of gravity that I think, you know, may or may not be common among other designers. I think among designers probably, but among just generally people in the industry, maybe not so much. And so because of that, I never want to put something out into the world that could cause harm or be considered like a throw away thing, especially in board games, we’re producing physical materials and that makes an impact on the environment, that makes impact on the world beyond just the experience that we’re creating for our players.

Everything has some cost, and I don’t want to charge the planet for a shit product.

If I’m going to be a part of putting something like that into the world, I really want it to be as good as it can be.

That’s just my own perspective, and I also want to feel proud of the work that I do just in general. But it is really hard because as a neurodivergent person working full time, it is exhausting, it is draining. It is hard to maintain life outside of full time work. And so that means I don’t have the time and energy to make expressive work the way that I used to. I don’t have the time and energy to even play for fun the way that I used to

MW: That seems to be a very common refrain. I see interviews with other game devs, and so many of them say “I’m really looking forward to playing some video games” when the project is about to be released. And that’s weird. You’re there making games because you love games, but you don’t get to play that many games because you’re busy making games.

Exactly. Every once in a while there will be a game that sticks and hits that part of my brain that lets me play it for longer periods of time, and that’s just my wind down technique. But in most cases, I’ll pick up a game and it’ll feel like work because I start analyzing it and I start thinking, how can I apply this to my day to day practice? Or even just “I understand what the system is doing, I don’t need to play it anymore”. I get it. It’s hard to shut your brain off and just enjoy things.

MW: What games informed you the most along the way and are there any that you go back to while you’re making games? It can be a board game, it could be an actual video game, but what are some of the ones that informed you the most and your time as a person who loves video games and games in general?

When I think back to the games that I feel like most defined my taste in games, I think about the earliest examples of wholesome games, to be perfectly honest. So thinking back to the introduction of farming games. Harvest Moon was a game that I became so obsessed with in middle school that I got made fun of in class for non-stop talking about my wife in Harvest Moon.

Pokemon, the idea of being able to collect these cute creatures and run around this big world, and they fainted. They didn’t die.

MW: Yeah, I just got to take them to see Nurse Joy. It’s going to be fine.

And Super Mario RPG was the introduction of turn based games. Super Mario RPG for me came before Pokemon and I think they both just share this nice space where it’s cute, it’s funny, it’s endearing. I can’t do action stuff very easily. So the introduction of turn-based gameplay suddenly meant that I had a chance to get to the end for the first time in the history of Mario games, and it made me feel like games could be made for someone like me.

Obviously the games that I have made since then are not like that, but those feelings are the feelings that I’m chasing. Those feelings of “this is made for me” or “this makes me excited to be playing a game”. This makes me remember why I love games. And on the other hand, you know, with board games, I always played really boring board games as a kid.

MW: Like what?

There was Mall Madness, which was fine, but like everything in the eighties and nineties and early 2000s, at least what was geared toward kids and geared for little girls was like Dream Phone and Mall Madness. I had Chutes and Ladders, I had this one game called Strangers and Dangers, which is about the dangers of talking to strangers and doing drugs.

MW: How do you tell you’re a nineties kid without saying you’re a nineties kid?

Elder millennials check in! But I played a lot of these board games, obviously. I played a lot of Monopoly. I played a lot of Sorry, I played a lot of Parcheesi and Backgammon and shit like that. And the strategy of classic Hoyle card games and backgammon and checkers and stuff like that appealed to me, but once I started getting an opportunity to play more modern games in the 2010s, like A Fake Artist Goes to New York by Oink games for the first time. It’s a social deduction game with drawing, and it’s so brilliant because not only is it fun to do, it’s fun to watch other people do things, but then at the end you have this nice little artifact of your play session because you’ve all drawn on this silly piece of paper. Something about that and the explosion of Werewolf in my community groups just made me realize that the social experience of games is so much greater than what I grew up with, and drew me toward designing for board games. It was in that era when I started designing my first card game, which was satire on corporate America. And that was 2016. But that was inspired by the fact that games could be a really beautiful social experience, but also could be expressive and meaningful.

MW: Tell me about Hell Couch.

So one of the games that I worked on out of NYU was a collaborative project that can’t really ever go anywhere because it’s a sofa. Like it’s a playable sofa. And we toured the country with it and the entire process is players have to release a demon from the sofa by doing the sacred butt ritual. They’re basically just playing Simon on the sofa with their asses. It’s called Hell Couch, a couch co-op game where the couch is the controller. This was my first foray into like silly installation work that I fell in love with, but also realized I never wanted to make a game that you couldn’t fit into a suitcase because the amount of physical pain that this game wreaked on my body by like having to take it, you know, we had it in New York.

We had to ship a new couch to every city and then assemble it or like, move it, in L.A. It got shipped to Glitch City. Or I guess Glitch City found us a sofa, moved it up to their second story K Town facility, and then we had to move it back down and then get it into a U-Haul and then take it to IndieCade and set it up at IndieCade, and it was just like such a nightmare. But I love that game and I think it’s one of the most popular games I’ve ever made because it is just so ridiculous. We showed it at GDC and we had like lines of people waiting to play it and it’s so silly and so wonderful and so magical because it’s really simple, but it’s also unlike anything anybody has ever seen before, because it’s a sofa that lights up and yells at you and then spews fog from out underneath when you’re finished playing. I hacked a fog machine, but it’s another example of how games have physically hurt me because of the number of bruises and cuts that I got from that. So having to deal with electronics on a show floor hours before the floor is supposed to open and for some reason I can’t figure out why my chips stopped working.

MW: You have mental and physical scars to show for your time making games.

Yeah that’s a project that I’m super, super proud of and I think is really interesting. And I still have the St Louis one in my living room. It’s just been sitting here and I’ve been using it as a sofa for the last four years.

MW: That’s great, and thank you so much for taking the time to talk to us! 

Last Epoch Keeper Vault Bug Fix

After five long years in Early Access, Last Epoch has finally released its 1.0 version. However, all isn’t quite perfect with the game just yet, with some holdover bugs from pre-release still alive and well in the game. One of those involves a progress arresting bug where the player cannot speak to the Keeper Guard as required by The Keeper Vault quest. Find you why and how the Keeper Vault bug happens in Last Epoch with this guide.

 

Keeper Vault Bug Reason

Last Epoch Keeper Vault Bug
Last Epoch Keeper Vault Bug

The reason the issue occurs is because Keeper Balthas, the old NPC that follows you for awhile, loses you at some point. This could occur if you choose to not continue on the quest’s beaten path by teleporting back to town, for example. When you return, Balthas will no longer be with you, and thus will not trigger an event to which the Keeper Guard can then respond.

 

MORE IN LAST EPOCH:

 

Keeper Vault Bug Fix

Last Epoch Keeper Vault Bug
Last Epoch Keeper Vault Bug

The bug is easy enough to recover from: simply head back to the entrance of The Keeper Vault, and Keeper Balthas will be there to guide along again. If you still don’t see him, try traversing back and forth between The Fortress Walls and The Keeper Vault, to force him to spawn at the exit/entrance.

 

https://hard-drive.net/guides/elden-ring-shadow-of-the-erdtree-release-details/

 

That’s just about everything you can do to fix the Keeper Vault bug in Last Epoch.

 

 

“beihdn u” Types Teammate Without Mic Just in Time for You to Turn and Die

VANCOUVER – Local gamer Jason Chen is the ideal teammate, source say, in that he has no microphone but is always willing to jam in a series of letter close enough to “behind you” just fast enough for you to read them and be killed.

Chen reportedly works multiple food delivery gigs while living in his parents’ rent-controlled apartment complex and loves to wind down with a good night of competitive gaming, but can’t afford the luxuries of a microphone or headset.

“I don’t let those finer things hold me back. I’m going to play ranked CS2 and Valorant regardless. It’s important to break through these ridiculous barriers in the gaming community. No headset, no problem I always say,” Chen said confidently.

Chen claims he always lets his teammates know before the game has started that he has no mic but promises he will type out all his comms. However, many times the lobby strangely restarts and he has to find a new match. He believes it’s due to server and routing issues.

“I was leting u no an enmy was flnking as son as I saw it and cold wrte it,” Chen reportedly typed out in explanation to a teammate at 30 words per minute. This came after an instance where a teammate confronted him about why he just stood there and watched an enemy flank his entire team. They went on to lose that game but Chen claimed it was a skill diff rather than any sort of in-fighting.

Studies show that gamers with no microphones who type a lot tend to face unnecessary online harassment, from being called a scared squeaker to a broke boy, but that doesn’t stop Chen.

“He wrote ‘behind u’ once but didn’t say to who specifically and we all turned around and got aced,” says one disgruntled ex-teammate.

“Get a microphone. It’s 2024,” said another former teammate after they lost a 2v1 because Chen was busy typing “ply togter.”

As of press time, Chen actually recently stated that he does have a microphone but finds it uncomfortable and ruins his “flow.”

Top 10 Ways to Die While Using the Apple Vision Pro

With the Apple Vision Pro comes new and innovative ways to die like a moron. This augmented reality headset not only makes you look stupid but it will make your death look stupid as well. As with any new technology, the Apple Vision Pro promises endless possibilities for your early demise. Like previous technological marvels such as the Tesla or the TikTok challenge, human advancement can only be measured in how dumb one can be as they shuffle off this mortal coil. After all, what’s the purpose of new technology if it doesn’t help the population problem sort itself out a bit? With that, I present to you the top ten ways to die while using the Apple Vision Pro.

Heart Attack

Not everyone using this device will be ready for it. Some elder millennials will think they can handle having a real minimap in their line of sight or even that it might be funny to watch Cats on a virtual movie theater screen in their living room. These people will be wrong and it will cost them their lives. The shock of this new and in-your-face way to see things you can look at on your phone will be too much for many people and their hearts will just give up. Living in the future just isn’t meant for everybody. It’s less flashy than most Apple Vision Pro deaths but at least they’ll have some dignity.

Run Over While Crossing the Street

This will happen in two separate waves. The first wave will be Apple Vision Pro users who are using it safely, not obstructing their view of the real world and looking both ways. Unfortunately, these people will be run over by Teslas that are on autopilot because the driver is also using the Apple Vision Pro. The second wave will be Apple Vision Pro users who are typing up work emails on the go or watching Bring It On while they get their steps in and will simply walk into oncoming traffic.

Fiery Car Crash

This will mostly happen to Tesla and Cybertruck drivers so no harm done.

Beaten to Death

Many Apple Vision Pro users will take it with them on public transportation. These people will be so engrossed in what they’re doing that they’ll miss their stop and end up on the bad side of town. Some will just walk to the bad side of town by accident. Once they’re on that side they are no longer a person, they are a walking victim with an expensive item strapped to their face. They will be promptly beaten to death as their Vision Pro is stolen and stripped for parts.

Falling Down an Elevator Shaft

Many Apple Vision Pro users will think that if they just use it within the confines of an indoor area they will be safe. Not so. For you see many of them will be wandering through the halls of their apartment buildings oblivious to the open elevator shafts. They may avoid it for a time, just barely turning around before they fall into the abyss but sooner or later they will step through the doors and comically plummet to their deaths while they try to get one last email sent as they fall.

Hit by a Train

A lot of Apple Vision Pro users don’t even live near train tracks but when you’re enthralled in the augmented reality thrill of doing Excel spreadsheets on the go it’s hard to notice how far you’ve walked. Inevitably they’ll make it to a train track. They’ll be so locked into the Vision Pro that they won’t hear the train coming. The desperate train engineer’s horn will go unnoticed, the breaks won’t be fast enough, and then splat.

Kidnapped and Killed When No One Pays the Ransom

The Apple Vision Pro is an expensive piece of equipment and that means wearing it in public is going to attract some unsavory fellows. After all, wearing it is like a bright neon sign that screams you have too much disposable income. Some poor sap is going to be filling out their TPS reports and wander into the wrong alleyway. They’ll be kidnapped and held for ransom under the assumption that someone with this piece of tech must also have rich friends and family. Unfortunately, the ransom will not be paid as the friends and family of Apple Vision Pro users will be so engrossed in their own augmented reality that they won’t even notice the disappearance so the kidnappers will have no choice but to kill them.

Walking Into The Middle of a Police Shootout

Let this be a lesson. Don’t watch Heat on the Apple Vision Pro because you’ll wander into a real police shootout and won’t notice. At least you’ll die watching Heat so it’s not all bad.

Falling in the Lion Den at the Zoo

Using the Apple Vision Pro at the zoo might seem like a good idea at first. You get to see the animals and have their stats and bio projected into your view. But that will only lead to accidentally falling into the lion den while looking for the Dippin’ Dots stand. The lions will maul you to death and no one will help because why would they, it’s your fault and the lion is cute.

 

Wandering Onto a Construction Site and Falling Off the Building

The apex of Apple Vision Pro usage. So completely oblivious to real-life surroundings that the user will wander onto a construction site. They’ll narrowly avoid death at every turn as they blindly climb the scaffolding of the in-progress building. Arms flailing about as they type messages and swipe left and right on Tinder. It will be mesmerizing to watch all the ways that the user just barely avoids a horrific death. The construction workers will take bets on what will strike the fatal blow. Onlookers will watch from a safe distance, cheering and booing as the user continues to miraculously survive. Popcorn vendors will make the biggest payday of their lives. Then the user will reach the top and walk off. The crowd disperses, the construction workers go back to work, the Vision Pro is stolen from the corpse and stripped for parts, those parts are sold on the black market, the market seller ships them to China with a fake business name, in China the parts are sent back to Apple factory for the children to make more Vision Pros. It’s the circle of life.

 

‘Borderlands’ Trailer Premieres at What Executives Assume Is Height of Game’s Popularity

HOLLYWOOD – Following a string of delays and reshoots, the first trailer for the upcoming Borderlands film finally premiered this week at what Lionsgate executives assume is the height of the game’s goodwill and popularity, sources report.

“In this business, it’s important not to miss your window,” said Colleen Acaster, an executive producer on the film who is just getting around to trying Turtle Rock Studios’ asymmetrical multiplayer title Evolve. “Hollywood moves fast, but the gaming industry moves even faster. Look at The Last of Us on HBO. That’s a brilliant show that captured both fans of the game and newcomers alike. When did it release? Just a year after the second remake of the first game, and a year before the first remake of the second game. So, there was still all this hype. People were still talking. Laura Bailey was still in hiding. Now imagine if the show aired, say, five years from now. Sure, Laura would still be getting death threats, but no one else would be that invested. It’s so important to be on the pulse with these things.”

“There’s never been a better time to release a Borderlands movie,” continued Acaster. “Not two presidencies ago when we began development. Not three years ago when we wrapped filming. And certainly not when Borderlands 2 dropped in 2012 and there were so many people quoting Handsome Jack at you that the end of the world on December 21st would have been a mercy. No, the August 9th release date is the perfect culmination of a very normal, very sane ten-year production timeline.”

While initially skeptical, longtime fans of the Gearbox looter shooter series had to admit the movie adaptation had a lot going for it.

“At first, I expected it to be terrible,” said Hodge Jennings, a Borderlands fan who reportedly picked up the first game all the way back in the year of our Lord 2009. “But as soon as I got to reading about the different writers and cast members involved, my face just lit up. I mean, who better to write and direct a slapstick action-comedy with a strong female lead than splatter film auteur and practicing misogynist Eli Roth, a man so slimy you could find him by poking a stick into the deepest part of a pond in summer?”

“Cate Blanchett might be a little old for Lilith,” admitted Jennings. “But Kevin Hart? Now there’s an actor who gives 100% to every role he books. God, it’s exciting to have a cast that cares so deeply about the source material. I just hope the compulsory Handsome Jack mid-credits scene lives up to the hype.”

Gearbox Studios reportedly expressed hope that modern audiences would connect with the timeless humor seen in the original Borderlands and its sequels.

“You know most writers, they do jokes like ‘Setup, Setup, Punchline!” said a Gearbox representative. “Well, heh, the Borderlands games throw that formula out the gosh-damn window. How would I describe our humor? Oh, it’s a little something like ‘Punchline! Punchline! Joke a sixth-grader would make! Punchline! Wry observation! Butt Stallion! Punchline! Claptrap says the saddest thing you’ve ever heard. Dry remark! Butt Stallion! The word ‘midget’ 69 times! Punchline! Line punch! An honest-to-god Rick and Morty reference! Punchline!’”

“Get the picture?” continued the representative. “You know how most characters in a movie would walk coolly away from an explosion? Well, our character would do that, but then trip a little and almost fall on their face, before recovering like ‘Well, that just happened.’ Then they would turn around and their ass would be on fire. Sorry, I’m cracking up just thinking about it. So random, lol. The point is, this is the kind of irreverent, self-referential humor gamers and audiences deeply appreciate right now, today, in the year 2024. Like my partner, they yearn for characters who smirk at danger and absolutely never, ever shut the hell up.”

Following overall lukewarm response to the Borderlands trailer, Lionsgate announced at press time they had greenlit movie adaptations of indie hits Palworld and Lethal Company, two games with a long and sturdy shelf-life which fans can look forward to seeing when the films hit theaters in 2034.