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‼️ CHANGES TO QUITTING PENALTIES & COMPENSATION Beginning with the launch of Season 3.5 on Friday, August 8th, players who quit competitive matches will suffer increased penalties including longer bans from competitive play and bigger point deductions. Players who remain and complete games despite a quitting teammate will also...

153,601 views • 1 year ago •via X (Twitter)

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Max Levchin explains why B-players hire C-players The co-founder of PayPal and Affirm reflects on the famous Steve Jobs insight that A-players hire A-players, and B-players hire C-players: “It’s profoundly true. But there should be an asterisk explaining why this is true. And the reason for this is fear.” A-players love working with other A-players because they know it will make them better. They want other A-players who challenge them and will tell them when their work isn’t good. Most B-players are net positive too, but as Max argues, some are fearful and will say: “If I have too many B-players or A-players around, I will look terrible and it’ll be very obvious that I’m just not that good. So the way to fix this is for me to become a manager and hire a bunch of people who aren’t very good at all so that I’ll look like the tallest mushroom.” Max continues: “That is the real danger of B-players. Having people who are perfectly willing to do good work day-in and day-out is not the worst thing in the world. There’s plenty of things that A-players will turn their nose from because it’s just not that challenging. B-players are very good for that [type of work]. And a lot of B-players will over time grind their way to being A-players, so you’re investing in their future and they know it, and that’s also positive. But B-players who have fear of being found out are the ones you have to watch out for.” Source: Harry Stebbings 20VC Fund (Feb 2025)

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Games marketing is broken. After raising over $50M to support and work with hundreds of studios over the last 6 years, I find that the biggest problem is studios’ lack of direct connection with their players. Over the last six years, I’ve watched talented teams struggle because they never had a clear way to reach, learn from, and grow with players over time. Without that connection, everything becomes harder - validation, iteration, community growth, and retention all turn into guesswork. For most of the games industry’s history, platforms have controlled identity, communication, and distribution, which are invaluable to a game’s success. Apple limited how studios could collect and use player contact information outside the App Store, and Steam still doesn’t give studios access to the contact details of players who wishlist or sign up for playtests. Studios are left without a direct relationship with the audience they’re trying to serve. As a result, studios rely on fragmented tools and spreadsheets to manage players across different stages of development and live operations, with no continuity from first contact through long-term engagement. Today, that changes with the launch of FirstLook 1.0. FirstLook is the first Player Relationship Platform built specifically for games. It gives studios everything they need to connect with players across the full lifecycle, including playtests and feedback, community and communications, analytics, rewards, and creator programs, all in one place. We’ve been building under the radar, but FirstLook already powers hundreds of studios, from indies to publishers like Krafton, ArenaNet, and Skybound Entertainment, connecting millions of players with the developers who make the games they love. As part of the launch, we’re introducing a brand new limited time free plan, with access to all our features for up to 500 players. You can set this up now in under 10 minutes. If you want to learn more, book a demo and we guarantee that you will save you time and money and help you grow. Links in comments!

Eden Chen

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Hexagons and Octagons Those who follow football and coaching will be well aware that there are trends that emerge and become the great break through in coaching, only to vanish quite quickly. A few stick around and become a staple. Such as the rondo, or the 4v4+4 Guardiola rondo variation. One that did not stick around in the coaching collective consciousness that possible should have was Thomas Tuchel’s use of hexagonal and octagonal playing areas in training sessions. Tuchel explained that cutting off the corners and angling the pitch forced “sharp diagonal” passes that would help break the press. The positioning of players outside the hexagon/octagon or players close to the edges will be manipulated into an open body shape by the angles of the pitch. Players are impacted by environmental constraints and embodied cognition, where the geography of the playing area influences their actions. This influence spreads to the creation of triangles and diamonds within the playing area due to the “funnel” like nature of the playing area. We can use the cut outside angles by placing bounce or target players on the exterior, influencing the movement and organisation internally. The inside players will not have to move wide as those areas are occupied. The internal players will seek to create passing angles using the positioning of the outside players and their internal team mates. The diamonds and triangles will appear. If we leave the spaces on the outside empty players can move to fill the spaces. These act as free spaces to receive from the goalkeeper or open spaces for attackers to overlap into, encouraging attacking combination play and crosses. A different way of using the space is to remove goals and goalkeepers from the ends and place bounce/target players on the outside. Players now can combine with the outside players, when they do so they are then free to finish into the outside goals. The condition can be extended to combining with the target player in the opposite side of the pitch before scoring, adding an element of switching play. The hexagon and octagon are versatile spaces that help to replicate aspects of the game. By funneling the spaces we impact players body shape, ability to play forward quickly, team shape (or small group shapes), players cutting in, defending centrally, the types of combination used and the angles of line breaking pass (diagonals). The angles are hugely significant for teams that value combinations and possession football, Straight passes and receiving angles are much easier to intercept and carry high risks for being counter attacked. Short diagonals can bypass players and attacking shapes, creating angled connections. If an angles pass is given away there is still a risk of being counter attacked but there is more chance of having players around the ball to regain possession. To counter press. The question that emerges is should we then be using hexagons and octagons more? If they are of greater benefit than squares and rectangles, why use them? Should all pitches, including those of a small sided nature be hexagonal? Can the rondo square be replaced by the rondo octagon?

TheBeardedCoach

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