Author: Tobias Lindqvist

Every system in a game is a sentence about what the designer wants you to do. Grind is a sentence. So is a queue timer, a loot table, a guild bank permission screen. I write about what those sentences actually say, and why so many of them say something the designer did not intend. I build a game alone, badly and slowly, which means I have made most of these mistakes myself and can tell you what they cost.

When a Second Machine Is Worth It

I was staring at my desk at 3:00 AM, surrounded by a graveyard of tangled HDMI cables and two different mice that refused to acknowledge each other existed, wondering why I had done this to myself. Most people think that adding a second machine is just about increasing your raw processing power, but they’re wrong.…

By Tobias Lindqvist March 5, 2026 Off

Leading a Guild Is Unpaid Middle Management

If you go looking for a guide on how to lead a guild, you’re probably going to find some high-level nonsense about “optimizing player retention” or “implementing hierarchical communication structures.” It sounds professional, but it’s a lie. Most of that advice is written by people who view players as data points rather than human beings…

By Tobias Lindqvist March 2, 2026 Off

Teaching Through Play Instead of Text

I spent three months building a bespoke, cinematic opening for my first solo project, convinced that a high-budget, scripted sequence was the answer to how to design a tutorial that actually sticks. I thought I was being “professional,” but all I was really doing was building a wall between the player and the fun. I…

By Tobias Lindqvist February 28, 2026 Off

Why Prices Are in Gems Instead of Money

I remember sitting in a dark room at 3:00 AM, staring at a spreadsheet for my own tiny project, trying to figure out if a $5 cosmetic was a fair trade for a player’s dopamine hit or just a transparent bribe to keep them from quitting. Most people think pricing is just math, or some…

By Tobias Lindqvist February 27, 2026 Off

The Complete Guide to Game Monetisation

Most “complete guide to monetisation” articles I find online are written by people who have never actually had to look a player in the eye—metaphorically speaking—after stripping a piece of content behind a paywall. They talk about “maximizing LTV” and “optimizing conversion funnels” like they’re managing a hedge fund rather than a living, breathing community.…

By Tobias Lindqvist February 27, 2026 Off

Scene Layouts That Do Not Hide the Game

I spent three weeks of my life once trying to figure out how to build stream scenes that looked like a professional esports broadcast, only to realize I was just building a digital junkyard. I had every neon-soaked overlay, animated border, and twitching alert imaginable, thinking that complexity equaled quality. But all I was actually…

By Tobias Lindqvist February 25, 2026 Off

A Guild Is a Small Organisation With No Pay

Most people think a guild is a collection of players working toward a shared goal, like a raid boss or a territory war. They think it’s a mechanical system of buffs, shared XP, and loot tables. They are wrong. If you look at it that way, you’re missing the point entirely. The truth about how…

By Tobias Lindqvist February 25, 2026 Off