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You should write an agent

https://fly.io/blog/everyone-write-an-agent/
233•tabletcorry•4h ago•116 comments

Two billion email addresses were exposed

https://www.troyhunt.com/2-billion-email-addresses-were-exposed-and-we-indexed-them-all-in-have-i...
306•esnard•4h ago•220 comments

Kimi K2 Thinking, a SOTA open-source trillion-parameter reasoning model

https://moonshotai.github.io/Kimi-K2/thinking.html
559•nekofneko•9h ago•218 comments

Game design is simple

https://www.raphkoster.com/2025/11/03/game-design-is-simple-actually/
75•vrnvu•2h ago•22 comments

Show HN: I scraped 3B Goodreads reviews to train a better recommendation model

https://book.sv
207•costco•1d ago•84 comments

Universe's expansion 'is now slowing, not speeding up'

https://ras.ac.uk/news-and-press/research-highlights/universes-expansion-now-slowing-not-speeding
79•chrka•4h ago•85 comments

Swift on FreeBSD Preview

https://forums.swift.org/t/swift-on-freebsd-preview/83064
174•glhaynes•7h ago•98 comments

Scientists find ways to boost memory in aging brains

https://news.vt.edu/articles/2025/10/cals-jarome-improving-memory.html
5•stevenjgarner•36m ago•2 comments

Open Source Implementation of Apple's Private Compute Cloud

https://github.com/openpcc/openpcc
346•adam_gyroscope•1d ago•68 comments

LLMs encode how difficult problems are

https://arxiv.org/abs/2510.18147
91•stansApprentice•6h ago•16 comments

The Parallel Search API

https://parallel.ai/blog/introducing-parallel-search
84•lukaslevert•7h ago•34 comments

FBI tries to unmask owner of archive.is

https://www.heise.de/en/news/Archive-today-FBI-Demands-Data-from-Provider-Tucows-11066346.html
666•Projectiboga•8h ago•349 comments

Hightouch (YC S19) Is Hiring

https://job-boards.greenhouse.io/hightouch/jobs/5542602004
1•joshwget•3h ago

Eating stinging nettles

https://rachel.blog/2018/04/29/eating-stinging-nettles/
166•rzk•13h ago•161 comments

I analyzed the lineups at the most popular nightclubs

https://dev.karltryggvason.com/how-i-analyzed-the-lineups-at-the-worlds-most-popular-nightclubs/
139•kalli•11h ago•67 comments

ICC ditches Microsoft 365 for openDesk

https://www.binnenlandsbestuur.nl/digitaal/internationaal-strafhof-neemt-afscheid-van-microsoft-365
517•vincvinc•8h ago•158 comments

Show HN: Auto-Adjust Keyboard and LCD Brightness via Ambient Light Sensor[Linux]

https://github.com/donjajo/als-led-backlight
5•donjajo•4d ago•1 comments

Mathematical exploration and discovery at scale

https://terrytao.wordpress.com/2025/11/05/mathematical-exploration-and-discovery-at-scale/
219•nabla9•15h ago•108 comments

The Geometry of Schemes [pdf]

https://webhomes.maths.ed.ac.uk/~v1ranick/papers/eisenbudharris.pdf
6•measurablefunc•6d ago•0 comments

The Learning Loop and LLMs

https://martinfowler.com/articles/llm-learning-loop.html
88•johnwheeler•2h ago•57 comments

Auraphone: A simple app to collect people's info at events

https://andrewarrow.dev/2025/11/simple-app-collect-peoples-info-at-events/
29•fcpguru•10h ago•15 comments

Show HN: TabPFN-2.5 – SOTA foundation model for tabular data

https://priorlabs.ai/technical-reports/tabpfn-2-5-model-report
59•onasta•6h ago•11 comments

Show HN: See chords as flags – Visual harmony of top composers on musescore

https://rawl.rocks/
104•vitaly-pavlenko•1d ago•27 comments

I may have found a way to spot U.S. at-sea strikes before they're announced

https://old.reddit.com/r/OSINT/comments/1opjjyv/i_may_have_found_a_way_to_spot_us_atsea_strikes/
291•hentrep•20h ago•416 comments

Show HN: Dynamic code and feedback walkthroughs with your coding Agent in VSCode

https://www.intraview.ai/hn-demo
16•cyrusradfar•8h ago•0 comments

Supply chain attacks are exploiting our assumptions

https://blog.trailofbits.com/2025/09/24/supply-chain-attacks-are-exploiting-our-assumptions/
55•crescit_eundo•9h ago•38 comments

How often does Python allocate?

https://zackoverflow.dev/writing/how-often-does-python-allocate/
80•ingve•5d ago•56 comments

Show HN: qqqa – A fast, stateless LLM-powered assistant for your shell

https://github.com/matisojka/qqqa
123•iagooar•13h ago•79 comments

How I am deeply integrating Emacs

https://joshblais.com/blog/how-i-am-deeply-integrating-emacs/
203•signa11•17h ago•140 comments

IKEA launches new smart home range with 21 Matter-compatible products

https://www.ikea.com/global/en/newsroom/retail/the-new-smart-home-from-ikea-matter-compatible-251...
277•lemoine0461•11h ago•203 comments
Open in hackernews

Game design is simple

https://www.raphkoster.com/2025/11/03/game-design-is-simple-actually/
75•vrnvu•2h ago

Comments

henning•2h ago
Nothing asserted here is simple. And after reading all that it's still hard to design and build a game that will cut through the noise of all the other games coming out on Steam.

It's not a matter of "simple vs. easy". If you have to write many words to list your ideas and you state each idea is deep and connected to all the other ideas, the thing you are talking about is not simple.

TillE•1h ago
This is an extremely interesting article about game design and it's a bit silly to fixate on the title.
madsushi•1h ago
I think it's tongue-in-cheek.
alstonite•2h ago
This feels like a classic example of the concept that simple ≠ easy
godelski•1h ago
In that sense most things are simple. Though it's also simple to over simplify. Since often simplicity arises out of the accumulation of expert analysis rather than being obvious from the get go. Which I think is just as important as what you say:

  Simple != easy
  Simple != obvious
  Simple != intuitive
  Simple != easy to understand
I think if people remembered these things then things would be more simple. I'll add one more relationship

  Elegant == Simple
  Simple  != elegant
philipov•1h ago
Simple means not complex, means not composed of even simpler parts. A twelve step plan is literally a list of simpler parts, making it not simple. Most things are complex, since there are so many ways to combine simples. It is an ironic title.
throwaway8xak92•12m ago
> Simple means not complex, means not composed of even simpler parts.

Is that formally defined and widely accepted? If not, I don’t think your argument holds because almost nothing is simple based on what you said.

IshKebab•1h ago
Yeah kind of feels like "writing a hit novel is simple - you just need a plot that is engaging, well written prose, and a satisfying story arc".

I mean... yeah kind of obvs. Very "rest of the owl".

christophilus•1h ago
Well, that wouldn’t give you a “hit” novel. That would give you a good novel. Hit != Good
PostOnce•1h ago
For reference Raph Koster wrote "the book" on game design, and was the lead designer for Ultima Online (among other things) https://en.wikipedia.org/wiki/Raph_Koster
animex•52m ago
Raph was the lead game designer on SWTOR a game that was way ahead of it's time and one of the most enjoyable sandbox mmorpg's I've ever played. I'm working on a new game that will take inspiration from lessons learned there.
starkparker•15m ago
I remember when Raph was working on Metaplace[1], which was a kid-targeting, programmable (Lua dialect), virtual world/user generated content factory that was contemporary to the launch of Roblox ca. 2006-2007. I wonder quite often what things might be like if Metaplace had gotten to the scale and scope that Roblox wound up achieving.

1: https://www.raphkoster.com/2007/09/18/metaplace/, or this demo https://www.youtube.com/watch?v=tZiB_JcRH_s, or https://en.wikipedia.org/wiki/Metaplace

vkou•12m ago
What was interesting/worked about it's design? Was it resilient to the, uh, many, many well-documented problems that the genre pushes players/itself into?
cloud_watching•1h ago
The title is ironic. Game design is very simple indeed.

This is an amazing article. I work on game design and I think this could work as a map of the terrain.

b00ty4breakfast•1h ago
the complexity of a given domain is not necessarily an indication of it's difficulty. I suspect that a guy of Koster's experience and reputation knows that and is making a spicy title for the clicks.
MattRix•1h ago
For the people taking the title literally without apparently reading the article:

> Put another way — every single paragraph in this essay could be a book.

zwaps•56m ago
This reads like the handbook for people making grind-based games. Sure enough, the author exclusively works in the mmorpg space.

If you are a game designer, please take this with a grain of salt.

Fun does not equal repeated challenges. And let me also reject the implicit notion that stories are entertainment but not, academically speaking, fun.

gafferongames•46m ago
Have you made any games?
zoeysmithe•53m ago
When I started writing fiction I found myself naturally gravitating towards inserting puzzles and mysteries and twists and unknowns. I think some people just love that. There's this dopamine aspect of solving the problem or knowing the unknown and the anticipation towards it can be very intriguing! Games do this in a more obvious way, but the 'rule of fun' is everywhere.

Look how exciting mystery is and how boring well known things are, but ironically there's a lot more to, say, the theory of gravity that if contextualized differently would be exciting and deeply interesting that 'unknowns' like the mystery of some cult or whatever can't even come close to, but in the end, there's something inside of us that wants to read about that cult. I make sure to self-aware of this and do deep dives into the boring 'known' world and push back on the sensationalism and such I'm so drawn to.

dejobaan•37m ago
Raph is, at once, incredibly accomplished, thoughtful about design, and humble about it. I once caught him coming off an international flight, and he was excitedly showing off a game he'd coded on the plane. He genuinely loves working on the stuff and thinking about it.

His writing is often SO full of ideas that I can't absorb an entire piece in one sitting. It's like a 12 course tasting menu. The neat thing with his writing is that, despite what he says here about all 12 pieces being important together, you can often just pick an isolated bit and chew on it for a while, and still learn something.

(Presumably return to the other 11 courses later; they'll still be fresh.)

ninkendo•31m ago
My question: is there a concise theory of game design that properly explains why cutscenes are fucking stupid?

There are a lot of AAA games out there that very clearly seem like the developers wish they were directing a movie instead. Sure, there’s loads of cutscenes to show off some cool visuals. But then they seem to think “ok well we need to actually let the player play now”, but it’s still basically a cutscene, but with extra steps: cyberpunk 2077 had this part where you press a button repeatedly to make your character crawl along the floor and the take their pills. It’s just a cutscene, but where you essentially advance frames by pressing the X button.

Then there’s quick time events, which are essentially “we have a cutscene we want you to watch, but you can die if you don’t press a random button at a random time”, and they call it a game.

If it’s not that, it’s breaks in play where they take control away from you to show you some cool thing, utterly taking you out of the experience for something that is purely visual. I usually shout “can I play now? Is it my turn?” at the screen when this happens.

But I digress… I essentially hate games nowadays because this or similar experience seems to dominate the very definition of AAA games at this point. None of them respect your time, and they seem to think “this is just like a movie” is a form of praise, when it’s exactly the opposite of why I play games.

throwaway314155•13m ago
I have never disagreed more with a comment on this site.