[HN Gopher] The game designer playing through his own psyche
       ___________________________________________________________________
        
       The game designer playing through his own psyche
        
       Author : FinnLobsien
       Score  : 122 points
       Date   : 2025-03-24 10:39 UTC (12 hours ago)
        
 (HTM) web link (www.newyorker.com)
 (TXT) w3m dump (www.newyorker.com)
        
       | pvg wrote:
       | https://archive.is/NuEsS
        
       | amiga386 wrote:
       | That chap is a marketing genius. Articles ostensibly about him
       | are effectively a promotional tour for his new game (available in
       | all good stores prices $xx.xx)
       | 
       | If you're thinking of buying the game, though, read its reviews:
       | https://store.steampowered.com/app/1299460/Wanderstop/
       | 
       | And remember... it _is_ a cosy game. That 's what you'll be
       | playing. If you like cosy games, then it's a good cosy game with
       | an interesting Wredenesque storyline running through it. If you
       | don't like cosy games, you won't like this game. It's not a
       | deconstruction of cosy games. It _is_ a cosy game.
        
         | qoez wrote:
         | The new yorker wasn't tricked into marketing his game, they
         | make marketing articles like this all the time. I feel like 9
         | times out of 10 when I see an article on HN it's some barely
         | disguised ad for a book masked as a human interest story. (PG
         | has a blog post about this.)
        
           | Centigonal wrote:
           | https://paulgraham.com/submarine.html
        
             | damnitpeter wrote:
             | It's fascinating to see how far the pendulum has swung
             | since those days. Maybe there is no place for honest
             | writing anymore, as he described it, in the blogs of that
             | era, which suffered the same issues of PR and monetization.
        
             | the_gipsy wrote:
             | > At the other extreme are publications like the New York
             | Times and the Wall Street Journal. Their reporters do go
             | out and find their own stories, at least some of the time.
             | They'll listen to PR firms, but briefly and skeptically. We
             | managed to get press hits in almost every publication we
             | wanted, but we never managed to crack the print edition of
             | the Times.
             | 
             | I wonder if this holds true.
        
               | astrange wrote:
               | It is true, but sometimes in an evil way; the NYT
               | literally has a policy that all stories about tech
               | companies must be negative, and the politics section
               | presents everything as the fault of whoever the editors
               | are personally mad at that day. But the details are
               | correct.
        
           | malectro wrote:
           | Most of the book criticism they do summarizes to the point
           | where I don't feel the need to buy anything so I'm not sure
           | it's personally working as an ad for me.
        
             | fragmede wrote:
             | Some people want the gory details. Every non-fiction book
             | can be summarized as (wo)man v something, but in doing so,
             | you lose the plot. So while you may be satisfied with the
             | summary (and you're not alone!), knowing that it's out
             | there is more important for people to buy than the
             | summarization.
        
           | Animats wrote:
           | It's so New Yorker. They're partial to angst-heavy stories.
           | 
           | If "retired fighter with a tea shop" interests you, try the
           | "Legends and Lattes" stories.
        
         | ajkjk wrote:
         | Betting it's not him but his publisher. There is a massive
         | industry dedicated to this sort of guerrilla marketing these
         | days. If a company of a certain size is putting out a press
         | release they will coordinate to have seemingly-unrelated
         | articles show up in various news sources (think New Yorker but
         | also, like, ArsTechnica, or even the HN frontpage.) Even though
         | the articles aren't technically ads, they get the name out
         | there so it's on people's minds, making them more susceptible
         | to hearing about/engaging with the news.
         | 
         | I've seen this happen internally at my last employer, but have
         | the impression that it's standard operating procedure in
         | corporate marketing these days. It is quite gross and I'd like
         | to see it banned wholesale (or at least the relationship should
         | be mandatorily disclosed). But... we would need to believe as a
         | country in regulating ourselves to do that.
        
           | edavison1 wrote:
           | The idea that arts criticism is somehow 'guerilla marketing'
           | is such a deeply cynical, HN brain take. Of course the people
           | who make things want to get the word out about what they're
           | doing. But The New Yorker doesn't collude with PR agencies to
           | promote things. It's news when people make new things; that's
           | literally the whole idea in coverage of the arts. Is it
           | really your position that when a movie, game or book is
           | reviewed in The New Yorker it's because some PR person told
           | them to? Chris Bryd is a well-respected games journalist, not
           | some industry shill. He's probably wanted to write about this
           | topic for years, and the forthcoming game is part of what
           | makes the profile newsworthy right now.
           | 
           | Anyway if you believe arts criticism is 'quite gross' and
           | want it banned, what does that world look like? Should people
           | who make things not be allowed to tell publications about it?
           | Will there be a cone of silence around new games?
        
           | bongodongobob wrote:
           | That's just how the news works dude. You can just call them
           | and say "hey I have something for you to write about". If
           | it's interesting and/or you already have a relationship,
           | which their publisher likely does, it's pretty easy to get an
           | article written.
        
       | VyseofArcadia wrote:
       | I recognize that I have been pretty fortunate in life, but I've
       | never been "overnight success, will never actually need to work
       | again" fortunate. I struggle to sympathize with "I got everything
       | I ever wanted, and now I'm depressed". That framing for the
       | article does not exactly have me chomping at the bit to play his
       | newest game.
        
         | mckirk wrote:
         | I think depending on what you've built your identity around,
         | suddenly being free of having to strive for anything can be
         | pretty daunting. "Having everything we need, indefinitely" is
         | certainly not something we were prepared for by evolution, and
         | the questions that arise when you are at that point and still
         | need to structure your life around something don't really have
         | easy answers, I believe.
         | 
         | So it might actually be a pretty good sign that you struggle to
         | sympathize with this, because the alternative might be that you
         | understand it all too well.
        
           | pferde wrote:
           | I can't imagine how anyone could even achieve such state.
           | There will always be that skill I do not yet have, that book
           | I haven't read yet, that hobby I haven't tried yet, that
           | place I haven't yet traveled to, etc. etc.
           | 
           | Maybe if I get to have an active life of 300 years, I could
           | maybe imagine starting to get closer to "having everything I
           | need".
        
             | kdfjgbdfkjgb wrote:
             | wants vs needs
        
             | Swizec wrote:
             | > I can't imagine how anyone could even achieve such state.
             | There will always be that skill I do not yet have, that
             | book I haven't read yet, that hobby I haven't tried yet,
             | that place I haven't yet traveled to, etc. etc.
             | 
             | I can imagine it. After sidehustling and grinding hard for
             | ~10 years, I realized one day that my savings make more in
             | annual interest than my sidehustle brings in revenue. Not
             | profit, revenue.
             | 
             | After a bit of math I realized that if I just do nothing
             | unusual - go to work, keep my savings rate - I'll have the
             | option to retire in 3 to 4 years.
             | 
             | The big thing I was pouring my heart, soul, and mind into
             | for so long suddenly feels small and meaningless. Like what
             | is even the point? The sidehustle became more of a hobby.
             | It's enjoyable but the drive isn't quite there. The things
             | that used to feel like a big deal make me yawn.
             | 
             | So I try to work on bigger more impactful things. But these
             | take longer and so there's less of that regular dopamine
             | hit of overcoming challenges. And even if ultimately they
             | don't succeed, oh well not too big a deal. So they just
             | feel less of a pressing issue.
             | 
             | The ultimate feeling is one of aimless ambition. I want to
             | do and achieve, but wherefore all the effort when chilling
             | brings almost the same result?
        
               | VyseofArcadia wrote:
               | > The ultimate feeling is one of aimless ambition. I want
               | to do and achieve, but wherefore all the effort when
               | chilling brings almost the same result?
               | 
               | Surely you have more you want to do and achieve than just
               | that one side hustle? Have you never wanted to write a
               | novel? Learn a musical instrument? A language? How to
               | speedrun your favorite video game? Contribute to open
               | source? Plant a vegetable garden?
               | 
               | There is so, so much to do, and instead I spend all my
               | time working to keep a roof over my head.
        
               | Swizec wrote:
               | Yes there is lots to do! And I'm working on it all.
               | 
               | But it doesn't hit the same as when success felt like
               | life or death. My actual needs are met. The rest is
               | gravy.
               | 
               | It helps that my dayjob feels like the most effective
               | vehicle for big ambitions. This was a specific thing I
               | optimized for when looking. It doesn't feel like a
               | necessity or distraction, it's the thing I want to be
               | doing.
        
               | hn_acc1 wrote:
               | I mean, I'll gladly take most of your savings, to the
               | point you're back to struggling and feeling like every
               | small win is life or death.. :-)
        
               | wnolens wrote:
               | Purely selfish pursuits lose their allure when you have
               | the ability to just do them (once the initial rush of
               | being able to do them runs out). At least they did for
               | me.
        
             | mckirk wrote:
             | Of course, there is always something to do. But once you
             | have reached the point where 'participation in anything is
             | voluntary' and you don't have the necessity of work to show
             | you the value of leisure time, I guess you need to come up
             | with new reasons that make existence worthwhile purely for
             | the sake of existing itself. (Which is not to say that you
             | weren't facing the same existential questions before, but
             | 'the grind' is a very good way to keep yourself occupied
             | and not ponder these things too closely, I suppose.)
             | 
             | And there definitely are good reasons that make existence
             | worthwhile for its own sake, like using your freedom for
             | discovery and mastery as you said, but unfortunately
             | depression has the nasty side-effect of robbing you of the
             | joy you could find in those causes, and the energy to
             | pursue them.
        
         | rachofsunshine wrote:
         | Depression is not about the world. It's about your own internal
         | state - the way your own brain is wired up. To a first
         | approximation, "I am depressed" is a statement about a
         | particular neuron not getting stimulated, which is only related
         | to how your life is going in indirect ways that - like all
         | proxies - leak a lot.
         | 
         | If tomorrow the greatest dream of AI was achieved, and we had a
         | perfect benevolent AI that would shepherd humanity to comfort
         | and safety forever, that would be just about the best outcome
         | imaginable in material terms. But I think I'd be unhappy with
         | it, because I derive a lot of my personal sense of worth from
         | what I do - from what I build and for what I contribute to
         | other people. I don't know what I would do in a world where
         | that was no longer needed. I'm great at being helpful! I suck
         | at being _fun_.
         | 
         | Is that healthy? Probably not. (It's actually something I'm
         | working through at the moment, that I increasingly understand
         | as a consequence of both personal and societal-level abuse.)
         | But we're not all healthy creatures. We live our lives as the
         | people we are in each moment, including the ways in which we're
         | dumb and flawed and insecure.
        
           | MonkeyClub wrote:
           | > that would shepherd humanity to comfort and safety forever
           | 
           | If Calhoun's mouse utopia experiments are anything to go by,
           | such a seemingly idyllic situation would spell out humanity's
           | death in very real terms.
        
             | soperj wrote:
             | Calhoun's utopia was about overpopulation, not about
             | idyllic situations.
        
           | csdvrx wrote:
           | > I derive a lot of my personal sense of worth from what I do
           | - from what I build and for what I contribute to other
           | people. I don't know what I would do in a world where that
           | was no longer needed. Is that healthy? Probably not. (It's
           | actually something I'm working through at the moment, that I
           | increasingly understand as a consequence of both personal and
           | societal-level abuse.)
           | 
           | Since you are wondering about the healthiness of that
           | emotion, try to read C.S. Lewis "The Four Loves": the Need
           | love/Gift love opposition may have answers for you.
        
           | boredhedgehog wrote:
           | > If tomorrow the greatest dream of AI was achieved, and we
           | had a perfect benevolent AI that would shepherd humanity to
           | comfort and safety forever, that would be just about the best
           | outcome imaginable in material terms. But I think I'd be
           | unhappy with it, because I derive a lot of my personal sense
           | of worth from what I do - from what I build and for what I
           | contribute to other people.
           | 
           | But surely the Shepherd would be aware of your soul's needs
           | as well, and could pretend that your help is required
           | somewhere in the system.
        
             | rachofsunshine wrote:
             | Perhaps so! I thought about writing a story of an AI like
             | that - something that cures diseases and prevents war and
             | gives you all the tools to be smarter and healthier and
             | more virtuous, but otherwise says "nope, humanity, you
             | gotta figure this out yourself if you want the reward".
             | It'd be an interesting sci-fi setting.
        
         | banannaise wrote:
         | Framing this in terms of _The Beginner 's Guide_, I think it's
         | more like:
         | 
         | "I just completed a project into which I poured not just all of
         | my time and energy, but also all of my self-worth. It was a
         | massive success. Now I have nowhere to place my self-worth.
         | Doing this again would be both (1) unlikely to succeed, and (2)
         | extremely toxic, just as doing it the first time kind of was.
         | So how do I get out of this mindset without completely
         | destroying myself?"
         | 
         | Amusingly, his response to that question was to make a game
         | about it.
         | 
         | Few people get rewards on that scale (and thus the chance to
         | exit, or at least the time to think about it), but many develop
         | similar relationships to their work (or art). An exploration of
         | the problems in that dynamic (as in _The Beginner 's Guide_) is
         | therefore relevant to a lot of people.
        
           | npinsker wrote:
           | To add to that -- one part that stuck out to me was when he
           | said he "...[feels] like a guy who had gotten rich making
           | jokes about video games, trying to deceive real writers into
           | thinking that I'm a real writer." The article implies present
           | tense, as if perhaps Wreden still feels this way.
           | 
           | If your dream is to make a great game, and you achieve that,
           | sort of -- it's great _to everyone except you_ -- I think it
           | makes sense to feel more alienated and unsure of yourself
           | than ever, or if your game had not been received as well.
        
           | Sohcahtoa82 wrote:
           | "Now I have nowhere to place my self-worth."
           | 
           | Huh...I'm a bit nihilistic and have never felt a need to put
           | self-worth into something. I just want to relax and play
           | games.
        
         | miunau wrote:
         | It happens a lot in creative fields. I personally get
         | depressive after putting an album out, and I know I'm not alone
         | in that based on discussions with other musicians. Something
         | about being in the mode of making something for so long, and
         | then it's just... done. When you're deeply involved in
         | something, it changes your personality.
        
         | gs17 wrote:
         | I think it's really more of the "like a guy who had gotten rich
         | making jokes about video games, trying to deceive real writers
         | into thinking that I'm a real writer." feeling he mentions in
         | the article than just being successful. I can't say what
         | actually was going on in his head, but I can imagine making
         | what you see as a joke and then having it get huge, you receive
         | massive praise for it, and people demand more and more of it
         | and consider you to be "the guy who made that funny joke back
         | in 2011 and should tell it again but better" would relate to
         | his issues. The newest rerelease of it really felt like he
         | wanted to move on for good.
        
         | amiga386 wrote:
         | If you take a look at someone like Markus "Notch" Persson, he
         | was on a roll of being incredibly famous and at the head of one
         | of the best-liked games in the world.
         | 
         | It was too much pressure at the top, though, and he sold the
         | project to Microsoft and became a billionaire; but what that
         | actually meant is that Microsoft took it over _entirely_ , and
         | he was nothing. He didn't even get the position of "esteemed
         | creative inventor who now only occasionally provides creative
         | direction instead of being responsible for every last thing",
         | that some people get when they sell their projects to faceless
         | behemoths.
         | 
         | He had a further fall from grace in that the public didn't like
         | his stated values on social media, and Microsoft took the
         | opportunity to _completely_ erase him from Minecraft - removed
         | all mention of his name, and he 's not invited to anything.
         | 
         | So now he sits alone in his mansion and cries himself to sleep,
         | because while "never work again" money is nice to have, he'd
         | rather have the kudos and recognition of being the creator of a
         | much-loved game. And that's the one thing he can't have any
         | more.
        
           | yvdriess wrote:
           | It is interesting to contrast Notch's arc with Zach Barth's,
           | if you are familiar with the Infiniminer[1] connection. The
           | latter has continued to make small idiosyncratic games with a
           | small team and following his own interests.
           | 
           | [1] https://minecraft.fandom.com/wiki/Infiniminer
        
             | tijtij wrote:
             | The latter has also been less of a vitriolic edgelord on
             | Twitter since he started working on Infiniminer.
        
           | gs17 wrote:
           | There's another part of his story, where he did try make new
           | games post-Minecraft and never got very far, and eventually
           | gave up on making anything on a larger scale again. Scrolls
           | had a lot of issues in development. 0x10c had some
           | interesting ideas, but there was no way it would ever be "the
           | next Minecraft".
        
           | bigstrat2003 wrote:
           | > So now he sits alone in his mansion and cries himself to
           | sleep, because while "never work again" money is nice to
           | have, he'd rather have the kudos and recognition of being the
           | creator of a much-loved game. And that's the one thing he
           | can't have any more.
           | 
           | I mean, do we actually know that? I haven't heard anything
           | about Notch in years and years, but I just assumed it was
           | because he was hanging out with his friends and family and
           | enjoying his wealth. It's certainly what I'd do in his shoes,
           | but maybe he's said he doesn't enjoy how things out and I was
           | unaware.
        
           | Sohcahtoa82 wrote:
           | > He had a further fall from grace in that the public didn't
           | like his stated values on social media,
           | 
           | That's a pretty disingenuous take. Here are some examples of
           | his social media:
           | 
           | "If you're against the concept of #HeterosexualPrideDay,
           | you're a complete fucking cunt and deserve to be shot" [0]
           | 
           | He believed in PizzaGate[1][2].
           | 
           | He's tweeted in support of QAnon [3].
           | 
           | There's an easy way to avoid a fall from grace: Don't turn
           | into a right-wing nutjob. Just stay out of politics and
           | social commentary in general.
           | 
           | [0] https://fortune.com/2017/07/02/minecraft-markus-persson-
           | homo...
           | 
           | [1] https://en.wikipedia.org/wiki/Pizzagate_conspiracy_theory
           | 
           | [2] https://www.dailydot.com/unclick/minecraft-creator-
           | pizzagate...
           | 
           | [3] https://www.newsweek.com/minecraft-notch-controversy-
           | twitter...
        
         | antiraza wrote:
         | An adage that I find more true than false through my own
         | experience: It's harder to manage success than to manage
         | failure.
        
         | JohnCClarke wrote:
         | It does sound counter-intuitive.
         | 
         | However "Post Adventure/Mission Depression" is very common.
         | 
         | See e.g.
         | https://worldextrememedicine.com/app/uploads/2022/07/Lukas-H...
         | 
         | As a person in tech, I have met many millionaires and a few
         | billionaires, and it is really true that huge wealth does not
         | in, and of itself, bring happiness. They're basically still
         | stuck with their old problems, but now also surrounded by
         | sycophants and leaches.
        
         | allenu wrote:
         | The lack of sympathy is understandable, though I do think
         | becoming depressed after a huge success is probably very
         | common. You've spent so much of your waking life for years
         | working towards a goal and then you attain it, and maybe that
         | success no longer needs your hard work, so there's a massive
         | vacuum in your life. Obviously there's more to life than
         | business success and it'll take time to find your purpose
         | again, but that come down, I think, is natural.
         | 
         | It reminds me of the article about one of the co-founders of
         | RxBar and how he was finding it hard to search for meaning
         | after they sold their company for hundreds of millions. It was
         | posted here years ago:
         | https://news.ycombinator.com/item?id=21138106
        
       | mouse_ wrote:
       | He should go back to making half life 2 mods.
        
         | gs17 wrote:
         | I think if he could go back and figure out what made the
         | original Stanley so great, he would.
        
           | maplant wrote:
           | Hey clearly _can_, the Stanley Parable Ultra Deluxe was
           | released in 2022 and is in effect a sequel that was just as
           | good if not better than the original
        
       | SeanAnderson wrote:
       | If you haven't experienced The Beginner's Guide - I highly
       | recommend. It's one of my favorite experiences. I look forward to
       | playing through his new game, even if it's a bit different! I'm
       | fully aligned with the goal of trying to convey your sense of
       | self through artistic creations and think he's in a league of his
       | own in his attempts to do so.
        
         | bigstrat2003 wrote:
         | Would you still recommend it to someone who didn't like Stanley
         | Parable? I must admit I found his prior game to be extremely
         | boring and pretentious, but I'm willing to have an open mind
         | about the new one if it's different.
        
           | dartos wrote:
           | I'd say the beginner's guide is more pretentious, but it's
           | not as funny.
           | 
           | I still really liked it, though.
        
       | adamrezich wrote:
       | The Stanley Parable, The Stanley Parable Demo, and The Beginner's
       | Guide were all "merely" Source mod "walking simulators", but each
       | of these games had a degree of precision in how they executed
       | their vision that made them feel like very high-quality products,
       | each in their own way. Yes, the nature of these games is such
       | that there's very few "moving parts" that require coordination to
       | provide a cohesive experience--it's mostly just the standard
       | Source first-person character controller and interactable objects
       | you can press +use on, with a narrator narrating the story--but
       | each of these games felt solid to play, with the intentionally
       | minimal "gameplay" getting out of the way of the intended
       | narrative experiences these games sought to provide. I wanted to
       | like Wanderstop on its own terms, but once I got out of the
       | portion of the game that's accessible in the demo, I found myself
       | honestly really underwhelmed by the game's presentation. The
       | intended narrative gravitas of the first dialogue with the first
       | NPC that comes to visit was ruined because one of those little
       | penguin dudes happened to be walking by near her feet, so she
       | kept glancing down at it during the dialogue sequence in a
       | hilariously immersion-breaking way. The guidebook you're given is
       | a series of flat textures, with no animation for turning pages or
       | anything like that whatsoever. The opening "cutscene" is
       | presented as a series of still images like a motion comic, and a
       | couple of the "animations" within them looked amateurishly
       | terrible.
       | 
       | I'll try it out again sometime soon because I (want to believe I)
       | still like Wreden's writing, but my initial experience with the
       | game wasn't the best it could be by a longshot.
        
       | exodust wrote:
       | Never understood the appeal of stanley parable or beginners
       | guide. After the initial fun wears off, the constant abuse and
       | sarcasm from the narrator is abrasive and noisy. Not as clever as
       | they're hoping. The Beginners Guide even worse. Empty test levels
       | strung together with tedious narration.
       | 
       | The developer's depressed? That's the least interesting thing to
       | learn about anyone. Depressed people promoting their depression
       | sounds disingenuous.
       | 
       | Not to be all negative, for walking simulators with no
       | interaction but nice dreamy atmosphere, try _Liminalcore_.
       | Relaxing and calming, great on an ultrawide OLED. Lots of vast
       | shadow areas. Huge scale architecture. Bump the FOV setting up a
       | little from default. No cheap gimmicks, just a restrained dream
       | world with subtle hint of something lurking in the shadows. In
       | terms of artistic walking games, this is one of the good ones.
       | 
       | https://store.steampowered.com/app/3107900/Liminalcore/
        
       | Trasmatta wrote:
       | Shout out to The Stanley Parable Deluxe Edition. Even if you
       | played the original, you should play this. Without giving
       | spoilers, it's basically an entire sequel, not just a Remaster.
        
         | IggleSniggle wrote:
         | Frankly, the demo isn't really a demo, it's a prequel. You
         | might enjoy the demo if it's been awhile since you've played
        
           | Trasmatta wrote:
           | Yes! The Demo, the original game, and the Deluxe Edition
           | could almost be considered a trilogy of games.
        
       | blobbers wrote:
       | Why doesn't hackernews just link directly to the archive?
       | 
       | I'm guessing 99% of readers don't have the paywalled version.
       | 
       | It's super annoying.
        
         | scoofy wrote:
         | I think many people, myself included, would argue that that's
         | immoral. The fact that you don't want to pay for access to _The
         | New Yorker_ is fine, but it doesn 't mean that we should
         | facilitate your desire to not pay, and that we've effectively
         | normalized ignoring even reasonable copyright rules is a real
         | problem for the industry (we can argue about the merits all we
         | like, but pretending we shouldn't have to pay for an article
         | with little public interest, published _this week_ , is pretty
         | absurd).
         | 
         | We can look at aggregators like HN as a way to curate who you
         | should be giving your money to, or we can use them to
         | facilitate infringement, making publishers rely on sketchier
         | and sketchier methods to stay afloat.
        
         | sysrestartusr wrote:
         | start paying for your news. you won't regret it. three decades
         | of free news leave you hanging bored and annoyed and
         | misunderstanding humanity.
         | 
         | if you want to stay tethered to this reality, commit to the
         | pot. it's recursive and cumulative. otherwise you are left to
         | research from free sources which leave you in 'directed'
         | narratives, divergent and polarizing, devouring your fallacies
         | while feeding off your bias.
         | 
         | free beer is never a better of the available choices.
        
           | tartoran wrote:
           | I agree we should pay but, I'm on the other side not paying
           | because it's very hard to commit to so many subscription
           | things. Back in the day I'd buy a bunch of magazines and
           | would have subscription for tops 3 when I was really into the
           | publication. Nowadays almost everything seems to want to be a
           | subscription service and comes with some shady practices that
           | really scared me away and assume I'm not a rare case either.
        
       | SamBam wrote:
       | Can either game be played on a modern Mac? Steam says it's only
       | for 32-bit Macs.
        
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