Re: price point
HN readers who can write a console game before bedtime are not the target audience. A handheld device that Just Works and creates an authentic experience is worth a lot.
For a college class, a $200 textbook isn’t out of line (the ones people still buy…), which makes this a very reasonable investment in one’s education.
Are there other, cheaper routes? Of course. For an introduction? Fewer, and nobody wants to be told to use learn the principles using Scratch - even if that can actually work.
Making something real is inspiring, and this feels real.
That’s a very USA-centric view. 200$ for a textbook which will (often) only be used for a couple of chapters and was written by the professor shouldn’t be normal anywhere. The price of that book could pay for months (and in some cases years) of tuition in EU countries.
As someone from the EU who was always curious about the Playdate, I never got one because the price becomes even more absurd once you factor shipping and taxes. It easily goes to double or more. I wish Panic all the luck with the console, but I think we can agree that paying Switch 2 / PlayStation 5 prices for one is hard to justify.
A Playdate is $229. A Switch 2 is $499 and a PS5 is $599
Duke University is, in fact, in North Carolina, USA.
There’s no discussion of price point in the article. There is in this thread, so one can only deduce that when the OP said “Re: price point” they are answering the thread, not the article.
And not everyone on HN is in Duke, or North Carolina, or the USA.
A $200 textbook should absolutely be out of line
Professors making students buy the textbook they wrote for $200 is especially out of line.
In any other industry they call this corruption, but in academia it’s apparently ok.
For an advanced course that is how the economics works out. They are expensive to produce and have limited demand, and typically only for a few years until they are replaced.
Yes, but this is intentional, and that's what's out of line. The main content stays the same but exercises and case studies are rotated out to force an upgrade.
The business strategy class I took in college in Ireland used the same book for two or three years, even though the book was reshuffled every year, just to enable some spreading of the financial burden on students.
Anna has an archive for students who can't afford books.
I love Anna but it's also a poor school that doesn't have its own library that has at least a few copies of every textbook used by classes + inter-library loans. Can be a nice way to make friends by sharing a physical book to study and do exercises from in a shared workspace.
As an educator I always make a point to give the resources to the students and or give avenues to it that are not paywalled.
Knowledge is the only resource that only becomes greater the more is shared because people share back what they learned. Mind you this only works if people are paying it forward. But often the educator gets more from teaching than the student does.
> A handheld device that Just Works and creates an authentic experience is worth a lot.
yeah, it's worth around $64.79 current price
https://docs.google.com/spreadsheets/d/1x_PmVHiQNHyw5t05peED...
...
It's not the format, there are cheaper, more open and more easily shared formats. It's the Developer Experience of the Playdate.
The article mentions you can use the free PC/Mac simulator which doesn't require a device
Everyone is talking about the Playdate but I have a related Duke story about undergrad classes incorporating new hardware. My Digital Signal Processing course (ECE major) made a big deal about using these new things called iPods for class. Everyone got an iPod... for the semester. Even at Duke tuition prices you only got to borrow it. My recollection of the class work part was using a little piezo sensor that plugged into the microphone/headphone jack and recording your heart beat as a voice memo while doing a couple different activities. Maybe ten minutes for the semester. Then back at the computer doing a FFT to determine your heart rate. The lazy kids just got a copy of someone else's recording. This would have been 2004 or 2005. I think it was the third generation with clickwheel and monochrome screen.
your last sentence makes me think Duke has a thing for monochrome displays and spinning interfaces
Was that with Lisa Huettel?
Having made multiple (dare I say) fairly successful games on the Playdate, I can attest to how fantastic the developer experience has been and how easy it was for my non dev collaborators to get going. Pulp was a great in road for them to get started with game dev, and it's been a blast (despite how limiting Pulpscript is for a professional dev)
I'm genuinely curious: do you mean successful as "played a lot" or as "commercially successful"? Do you think Playdate is a viable market for indie devs? Btw it'd also be great to check your games, if you'd like to share some links!
My 9 year old is doing a game dev course in town where they use the BBC Micro Bit, a retro arcade peripheral (buttons, screen, sound, handheld), and some Microsoft game dev IDE. It’s incredibly compelling and feels a lot like this. But less than 1/3 the price and much more extensible and well-featured (the screen is colour!). I’m not sure I really see the value of the Playdate.
That sounds rad. I’d love to get my kids into this. Got any links to your particular setup?
The game dev environment they’re talking about is MakeCode Arcade. I’m also a big fan of it.
There are a number of little handheld gadgets that you can use with MakeCode—scroll down on the homepage and there’s a section that shows them all:
Yeah that’s it! I recognize the Micro Bit Arcade Shield and the Retro Arcade as what he’s been using when he shows me demos.
I LOVE that he gets to code in Scratch but can jump into Python or JavaScript at any time without the IDE changing. It’s a clear stepping stone.
Playdate development has been a great experience. The limited colors and RAM helps me reduce my project scope such that I would actually finish them, and the limited CPU makes optimization exercises more rewarding. And it's not just all constraints either -- the sound/synth system is quite nice, and the crank is fun input method that takes some hands-on experience to fully appreciate.
The only downside is that there are still relatively few people with Playdates, and that puts an upperbound on how many people get to play your games.
you can run playdate games on the desktop using the emulator included in the free SDK. It won't be as fun as running it on an actual device, but nothing stopping people from actually messing with making playdate games without a playdate.
I'd imagine they know as they developed games for it. Their point was the audience size due to it being niche, not that it's hard to test.
For a Masters program it's pretty weird but I assume prospective students will be aware, and they move on to learning Unreal, so...
It's always struck me as a bit silly how so many schools use some very niche tooling as part of "simplifying" or "adding constraints". I would have thought that such stuff was kept at the undergrad level. Even DigiPen (where the "famous" undergrad CS-like degree has you writing your own engine (though used to also have an elective for GBA games)) has a separate newer game design degree that had classes mandating some crappy in-house engine or in later years joining teams with students from the other degrees and using someone's custom engine. When I was there, a friend was able to get a professor's exception one semester and allowed to use a mobile-first engine that got out of the way and let him design while also making it easy to add polish, easy to playtest and develop (it used Lua) and show or give to others since everyone has a phone, etc. The crappy in-house engine stymied the efforts of everyone else, and only ran on Windows. It took a while longer before the formal curriculum had other students allowed to move beyond the in-house crap to consider things like the entire field of mobile games and mobile design, VR games and design, and eventually learning industry-standard tooling that employers will expect familiarity with. (I think the courtesy of using an industry engine was extended to the main degree program too vs. continuing with a custom one; I'm not sure what ratio Unreal/Unity/Godot/other/custom have there these days.) And while last I've heard an in-house engine is still used at the beginning (and even replaced the second semester "make a game in pure C with only the Windows text console for 'rendering'" project), it's a rewrite of a successor and apparently isn't as crappy now.
For the Playdate itself, I've never seen the appeal... I have no interest in going back to that sort of screen. My Game Boy Color, besides having color, also allowed me to have a wormlight attachment plugged in to make up somewhat for not having a backlight. I don't think the Playdate has support for that. And the price...
For teaching, it depends a lot on what you’re trying to teach. In some courses I’m involved in we’re intentionally using old, limited, obtuse or otherwise just strange tools and equipment for the sake of practicing debugging, reading specs approaching an unknown system. The point of those courses is not to learn the tool itself but to learn methodology that can be generalised.
As I said however, it depends on when in the timeline we’re looking. For 3-year bachelor’s programmes, there’s significantly more focus on producing graduates who can move straight into the industry, having already learnt the tools they will use. For theoretical 5-year master’s programmes, knowing specific hardware or software is secondary to the general reasoning, maths and planning that’s expected in research or R&D industry work.
Using more limited or restricted tools, if thought out well, can force students focus on the parts that matter. I haven’t actually used the Playdate, but for first-year students I would think the most important thing is to actually get to designing games. The core ideas you’d want to teach do not require fancy graphics or platform support, rather, that’d just be a time sink. Learning industry tools can be done in later courses or on the job. While being able to work efficiently is important - I don’t want to discredit the handiwork of the process, learning what buttons to push in eg. Unreal is arguably much less ephemeral than learning ”game design”.
However, using limited tools in teaching must be well motivated. Forcing old, obsolete tech onto students might be a learning experience just as well as a time sink.
The article makes it quite clear as you read that the appeal is the constraints, it allows the students to think outside of the box, and ask themselves a lot of interesting questions
That's the intention, sure, and as long as prospective Masters students know that's what they're getting into and paying for, and are looking forward to it, then it's fine or whatever. But it still strikes me as a silly constraint, just as it would be to require an in-house engine that sucks, or requiring students to develop for some old Nintendo hardware, or requiring students to fit everything in under 96k.[0] Anyone can add arbitrary constraints to anything, and lots of interesting questions will arise from figuring out how to deal with (or work around) such constraints. But is the constraint to develop for this specific device (and all the sub constraints that implies) actually a good one vs. any other set of constraints, especially for the purposes of game design? I doubt it. Especially how some of the constraints like only using black-and-white graphics are easily enforced without also requiring such a specific niche device.
[0] .kkrieger (https://www.youtube.com/watch?v=2NBG-sKFaB0) is my favorite of this genre of constraints, but it's mainly impressive for being possible at all (and you can read up on some of the developer notes for how much effort was put into satisfying this constraint). It didn't actually advance the design of FPSes or anything, and FPS design ideas could be better learned by making and iterating on an FPS without the tiny size constraint. If students want to impose extra constraints on themselves, like developing for the Playdate and making use of its crank for game control, go for it, but it's a bit different when they're imposed from the outside for no real reason other than "hey, it's some constraints, and constraints breed creativity".
Agree with the niche-ness, for me this would be big red flag, especially in education.
My playdate has been collecting dust since I got it and the initial few games I tried didn't stick. Any suggestions on good games for it?
Diora, Carte Blanche, Devils on The Moon, Match-O-3000, just to name a few off the top of my head.
In the end, my personal favorite game was selling it on ebay
In that game, the house always wins.
Checkout playdate season 2 roster of games. Each one is the kind of game I hoped would be in season 1. I did not dislike season 1 though.
The Playdate looks like what you'd make if someone only described the games kids made and shared on the TI-83 graphing calculator and then asked you to build a device.
You say that like it's a bad thing...
It fits, in my head, very much in that same toy niche as Teenage Engineering's Pocket Operator series of music making devices: https://teenage.engineering/products/po
Teenage Engineering designed the Playdate, in case you didn’t know: https://teenage.engineering/designs/playdate
It’s for Gen-X dads to buy and pay themselves on the back about “productive constraints” while they play games that suck.
Hey man, I was just trying to invent an excuse to buy one and you had to do that. Well … played.
It’s a wonderful device and I own one but lack of screen backlight makes it practically unusable, and at its price point almost vulgarly expensive.
God knows how much I wanted to use and love it but it just started gathering dust in a closet after a week because of this.
If it had a backlight, I would have bought one by now.
Unfortunately, that type of screen cannot be backlit. There are frontlit versions, but they are thicker and would consume a bit more power.
Sometimes I concede on this point with certain devices, but the screen on the playdate basically requires light at a specific angle for it to be at all discernible, so I don't blame you and can't recommend it as a result
Do not buy one. You will regret it. Without backlight, it's a gimmick.
I love the aesthetic of the playdate, the educational outreach, and how easy the whole platform is. It’s just so well designed all around. But the only way I am able to play it is by casting the screen to my computer, the screen is so tiny. Otherwise, I love it.
How do you do the screen casting?
https://help.play.date/games/mirror/ - probably this.
Panic had a booth at Portland Retro Gaming Expo last year, they were super nice and the Playdates were a lot of fun to play with. Nice to see that people are continuing to enjoy the console, the production process seemed like a nightmare.
In my time at Duke, we used iPods in Pratt. And then in CS, we used Alice for complete beginners. This was in '06. Fun times.
Not to mention that they just announced season three of games!
I've been interested in these cute little things since they were first announced, but I still haven't pulled the trigger on the 229 USD price tag. Apparently with the education discount they're 195 USD, which still feels steep. But hey, given that the dev tooling is all free (including simulators), it would be fine to play around with game development even without buying the hardware.
I played with mine for a couple months, put it down for a year, and played it for a couple more months recently. There are some good games and the device just oozes fun, I haven’t regretted it
Very cute, but $229 is a WILD price point.
Yeah, I've thought about buying one in the past, but $229 is kind of rich for my blood.
I bought an ODROID-Go Ultra a few months ago for about $70. This can emulate the NES, SNES, Genesis, Game Boy, and oodles of other consoles, and can play what are arguably some of the best games ever made. The Playdate is three times that price, and while I'm sure that some of the games are fun, I would have a hard time believing that any of them are beating Donkey Kong Country or Phantasy Star IV.
It might be an apples and oranges comparison, but in my mind they still occupy a similar niche.
Yea, you could get a similar experience (for some definition of similar) with Pico-8 which is also a constrained system.
Even better, the creator supports educators super cheap
https://www.lexaloffle.com/pico-8.php?page=schools
Yea, it's not custom hardware, but you can share your creations with everyone since it runs on Web, Mac, Windows, Linux, Android, iOS and there are lots of cheaper devices that will run it if you want a handheld.
Also mentioning Lexaloffle’s most recent project the Picotron which is a fantasy workstation instead of just a console.
https://www.lexaloffle.com/picotron.php
With no technical upper limit on file size (as well as being able to export for other OSes) you could, in theory, publish a full game from this.
If its any solace the screen is very good and the build quality is very high. You also just get a good set of games "for free" as part of the system.
I do think it's beyond "impulse buy" for sure, though.
It's very low volume, sadly this was unavoidable I think, given the extremely custom nature of the input
I was thinking the same. Read the article, thought about getting one and then thought again
It's actually worth it if you have any kind of a commute. There are a lot of very fun games for it. And it's nice having a thing that isn't connected to the Internet to avoid the temptation of doom scrolling.
I bought mine pre release so it was like $50 cheaper even with the cover I think, but I would still pay the increased price for it. I thought it would collect dust, but it really is a great way to pass the time on the train. It scratches the original Gameboy itch for me without the needless stares from actually carrying a Gameboy.
I just wish they would release the docking station for it. I charge it next to my bed, so it could serve two purposes.
You'd farm more aura with an ereader on the train
Any game recommendations? You may have convinced me
we enjoyed Lucas Pope's https://en.wikipedia.org/wiki/Mars_After_Midnight
Ok, this is it. Consider me convinced
Bought mine for $179 when they were new, hadn’t realized the price went up so much.
tariffs!