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.

The Complete Guide to Progression Systems

Most “experts” will hand you a complete guide to progression systems that looks like a spreadsheet vomited onto a page, filled with math formulas and “optimal” leveling curves. They’ll talk about retention metrics and dopamine loops like they’re anything other than a way to trick you into staying online. But I’ve spent too many nights…

By Tobias Lindqvist February 23, 2026 Off

Who Actually Pays for a Free Game

People love to talk about “player retention metrics” and “monetization funnels” like they’re some kind of sacred, untouchable science, but they’re usually just using fancy words to hide a lack of empathy. Most analysts will give you a spreadsheet and tell you that a certain drop rate is “optimized,” but they never stop to ask…

By Tobias Lindqvist February 20, 2026 Off

Sharding Solves Queues and Creates Loneliness

I remember sitting in a cramped Discord call at 3:00 AM, watching a massive expansion launch go up in flames because the “optimized” server architecture couldn’t handle a simple gathering at the starter zone. People love to throw around technical jargon to make it sound like these systems are some kind of magic solution for…

By Tobias Lindqvist February 18, 2026 Off

Obs Settings That Actually Matter

I spent three years moderating forums for a dying MMO, and if there’s one thing I learned, it’s that players have zero patience for a technical failure that feels like a lack of care. I remember my first attempt at streaming a dev log for my own tiny project; I thought a high-end GPU meant…

By Tobias Lindqvist February 18, 2026 Off

The Battle Pass Sells You a Deadline

I spent three years moderating a guild forum where I watched players turn into shells of themselves, all because they felt they couldn’t log off without “finishing” a seasonal track. Most people think understanding how battle passes work is about studying reward tiers or XP curves, but that’s a lie. It’s not a reward system;…

By Tobias Lindqvist February 14, 2026 Off

The Complete Guide to Designing Game Economies

Most people think a “complete guide to game economies” is going to be some massive spreadsheet-heavy lecture on inflation rates and supply-demand curves. They’ll tell you that if you just balance the math perfectly, your players will stay engaged. That’s a lie. I spent years watching guild forums melt down because a “perfectly balanced” loot…

By Tobias Lindqvist February 12, 2026 Off

When a Game Starts Feeling Like a Second Job

I remember sitting in a dimly lit apartment at 3:00 AM, staring at a spreadsheet of player login data for a private server I was helping moderate. I wasn’t looking at “engagement metrics” or “retention curves”—I was looking at a graveyard of people who had stopped playing because they felt like they were working a…

By Tobias Lindqvist February 11, 2026 Off