
Linking #culturalscience, #gamestudies (expert on #modding), #gamedevelopment (#narrativedesign) and #playfullearning in #education (as #teacher and #lecturer)
Joined June 2021
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#Savestate of my (nearly complete) #collection of physical copies of #works in & on #games (as well as #music & #film ^^) I was involved in! :) #gamedevelopment #gamedev #gamestudies #Deutschdidaktik #modding #esports #gamedesign #gamebasedlearning #gbl #voicegames #gamesculture
Stefan Köhler retweeted
Riddick: Escape from Butcher Bay was awesome. Lots of variety in mechanics in levels and a great story and character.
I liked it more than Halo. There, I said it. ;)
The Chronicles of Riddick: Escape from Butcher Bay on the original Xbox wasn't just one of the first games to break the licensed-game curse that prevailed at the time, it also remains one of the most criminally underrated games ever, even to this day.
Our look-back: bit.ly/3Swx9rs
My new paper "Speaking Entire Worlds Into Existence - Generative AI as (Co-)Author(?) in Game Development" is online to read for everybody now (also my first DOI! :)):
wallstein-open-library.de/97…
/1
Stefan Köhler retweeted
I was born in 1961 too.
And this version of the past is a myth.
Kids did have food allergies we just didn’t have the science to name them.
I lost a brother before he was two because medicine didn’t yet understand what allergy killed him.
Trans kids didn’t “not exist.”
They hid. They were shamed. Many never survived adolescence.
Violence didn’t start with social media.
Bullying, racism, misogyny, and abuse were simply normalized and ignored.
Families didn’t stay together because things were better
they stayed together because women and children had fewer choices.
And no, it wasn’t just “Merry Christmas.”
We said Happy Holidays. Season’s Greetings. Yuletide.
Nobody lost their mind. Nobody felt threatened. We just… lived.
I rode buses and subways too
they weren’t magically safer.
We just didn’t talk about what happened on them.
What really changed wasn’t people.
It was visibility.
Data replaced denial.
Voices replaced silence.
And accountability replaced nostalgia.
The past wasn’t safer.
It was quieter because suffering had nowhere to go.
I don’t want a time machine.
I want a future where we stop confusing silence with peace.
Stop being such a boomer.
I was born in 1961.
Nobody had food allergies.
There were no TRANS kids.
I could ride public transportation without being set on fire.
I could go to school without getting jumped.
We played outside until the streetlights came on.
Cartoons didnt try to turn us gay.
Movies and TV shows didn't try to depress us about our lives.
Families didn't break up over politics.
You could say "Merry Christmas" without starting a war.
A man was a man, a woman was a woman, and nobody pretended otherwise.
Nobody lost their job or their home for merely stating biological facts.
We respected cops, teachers, and the flag.
Nobody was "offended" by EVERYTHING.
And if anybody WAS offended by anything, it was THEIR PERSONAL PROBLEM, not a national crisis.
Call me old-fashioned and outdated - but I really miss those days.
I'd give anything to go back to BEFORE 24/7 cable news, social media doom-scrolling, and algorithm rage machines.
Because tech turned families into enemies, politics into war, and every keyboard warrior into a lie-spreading narcissist.
So Santa, if you're following me:
All I want for Christmas is a global time machine.
So we can get back to the glorious days of real community, actual news, personal responsibility - AND SANITY.
Yann LeCun's new interview - explains why LLMs are so limited in terms of real-world intelligence.
Says the biggest LLM is trained on about 30 trillion words, which is roughly 10 to the power 14 bytes of text.
That sounds huge, but a 4 year old who has been awake about 16,000 hours has also taken in about 10 to the power 14 bytes through the eyes alone. So a small child has already seen as much raw data as the largest LLM has read.
But the child’s data is visual, continuous, noisy, and tied to actions: gravity, objects falling, hands grabbing, people moving, cause and effect. From this, the child builds an internal “world model” and intuitive physics, and can learn new tasks like loading a dishwasher from a handful of demonstrations.
LLMs only see disconnected text and are trained just to predict the next token. So they get very good at symbol patterns, exams, and code, but they lack grounded physical understanding, real common sense, and efficient learning from a few messy real-world experiences.
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From 'Pioneer Works' YT channel (link in comment)
Stefan Köhler retweeted
Jana gibt auf der #InErGa Einblick in RAT KINGs besonderes Projekt "Mops & Mobs: A Sweeping Dungeon Novel" – ein Dungeon Crawler voller Monster, nur dass man hier anstatt zu kämpfen, redet. 🎟 Tickets: bit.ly/InErGa #gamedev #indiedev #dungeoncrawler #narrativedesign
Stefan Köhler retweeted
Wir freuen uns schon so auf den Talk von Ivonne auf der #InErGa! 😍🎉 Neben der rein inhaltlichen Frage nach dem „Was“ wir erschaffen, wirft sie einen systemischen Blick auf das „Wie“ und „Warum“ im Weltenbau. Tickets 🎟️:
bit.ly/InErGa
#gamedev #indiedev #worldbuilding
Im #Sammelband "Science MashUp: #Games und schulische #Bildung" findet sich mein Text " #Schule muss (mehr) #Spiel wagen!", in dem ich dafür plädiere, neben "Bildung durch Spiel" auch "Bildung über Spiel" zu vermitteln! :)
#twlz #xlz #Spielbildung
link.springer.com/chapter/10…
So proud for Seçkin Ölmez and his team at @mosaicmask to finally have left early access at #Steam and #release their dark fantasy turn-based strategy game "Shields of Loyalty" - now 30 % off! /1 #dark #fantasy #turnbased #strategy #ShieldsofLoyalty #TBS
store.steampowered.com/app/1…
Was attached to the project nearly from beginning when it was still called "Dukes of War" (and involved in a (unfortunately unsuccessful) Kickstarter campaign ^^), co-created the story and with pauses in between wrote texts for the game ... /2 #gamewriting #story #texts #credits
... (descriptions and dialogues but also fun exercises like coming up with as many as possible variants of names for locations, the so often overlooked side of game writing (yet in my opinion also a very fun one! ;))) as well as translated texts from German into English. /3
Watched the first part of a documentary on the beginnings of @Crytek which recently celebrated their 25th anniversary - had a lot of great memories with "Far Cry" which encouraged me to get into game #modding in 2008 ... /1
youtube.com/watch?v=HxnHi6Sl…
... to develop the first version of a virtual recreation of the island described in William #Shakespeare's play "The #Tempest" which was used in a live #theatre performance:
moddb.com/mods/stefan-khler
Stefan Köhler retweeted
I'm observing a mini Moravec's paradox within robotics: gymnastics that are difficult for humans are much easier for robots than "unsexy" tasks like cooking, cleaning, and assembling. It leads to a cognitive dissonance for people outside the field, "so, robots can parkour & breakdance, but why can't they take care of my dog?" Trust me, I got asked by my parents about this more than you think ...
The "Robot Moravec's paradox" also creates the illusion that physical AI capabilities are way more advanced than they truly are. I'm not singling out Unitree, as it applies widely to all recent acrobatic demos in the industry. Here's a simple test: if you set up a wall in front of the side-flipping robot, it will slam into it at full force and make a spectacle. Because it's just overfitting that single reference motion, without any awareness of the surroundings.
Here's why the paradox exists: it's much easier to train a "blind gymnast" than a robot that sees and manipulates. The former can be solved entirely in simulation and transferred zero-shot to the real world, while the latter demands extremely realistic rendering, contact physics, and messy real-world object dynamics - none of which can be simulated well.
Imagine you can train LLMs not from the internet, but from a purely hand-crafted text console game. Roboticists got lucky. We happen to live in a world where accelerated physics engines are so good that we can get away with impressive acrobatics using literally zero real data. But we haven't yet discovered the same cheat code for general dexterity.
Till then, we'll still get questioned by our confused parents.
Stefan Köhler retweeted
🛡️ Faction Focus – Which Commander Are You?
⚔️ Knight Faction: Masters of cavalry & speed
🪓 Warlord Faction: Infantry-heavy and brutal
🧙 High Priest Faction: Arcane power unleashed
Each begins with a unique army setup.
Which path will you choose?
🔗 store.steampowered.com/news/…
#TBS #IndieGame #ShieldsOfLoyalty
Stefan Köhler retweeted
Big News! 😍🎉 Wir veranstalten die erste deutschsprachige Konferenz für interaktives Erzählen in Games – oder kurz: "InErGa". 🥰
🗓️: 20. September 2025, 10-18 Uhr
📍: Leipzig, @hs_macromedia
➡️ Alle Infos zu Speakern, Tickets und Co.: bit.ly/InErGa
Right now, there's vastly more content being consumed than produced. Millions of people might watch a single Youtube video, but only one person (or small team) made it. The consumption-to-creation ratio is heavily skewed toward consumption. As AI models become more sophisticated, content generation will become real-time, meaning people will be able to create content as quickly as they consume it. Instead of spending an hour watching videos someone else made, you might spend that same hour having AI generate personalized content, stories, games or entertainment tailored specifically to you. Eventually, the seconds spent consuming content will roughly equal the seconds spent creating it. The convergence of seconds consumed and seconds generated.















