<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom" ><generator uri="https://jekyllrb.com/" version="3.10.0">Jekyll</generator><link href="https://blog.varunbehera.com/feed.xml" rel="self" type="application/atom+xml" /><link href="https://blog.varunbehera.com/" rel="alternate" type="text/html" /><updated>2026-05-28T09:12:50+00:00</updated><id>https://blog.varunbehera.com/feed.xml</id><title type="html">Varun’s Blog</title><subtitle>Writing on technology, games, and everything in between.</subtitle><author><name>Varun Behera</name><email>mail@varunbehera.com</email></author><entry><title type="html">The fading art-form: Single-player games</title><link href="https://blog.varunbehera.com/2022/12/25/single-player-dead.html" rel="alternate" type="text/html" title="The fading art-form: Single-player games" /><published>2022-12-25T00:00:00+00:00</published><updated>2022-12-25T00:00:00+00:00</updated><id>https://blog.varunbehera.com/2022/12/25/single-player-dead</id><content type="html" xml:base="https://blog.varunbehera.com/2022/12/25/single-player-dead.html"><![CDATA[<p>Single-player games are not dying.</p>

<p>Elden Ring, Baldur’s Gate 3, Cyberpunk 2077, The Witcher 3, Hades, God of War — these are not niche releases. They sell millions of copies to an audience that specifically wants this format. The format is fine.</p>

<p>What is actually declining is the mid-budget single-player game. The $50-60 release from a studio of 50 people, 12-hour campaign, no multiplayer component, shipped and done. That specific tier is being squeezed. Production costs have gone up significantly. Indie tooling has improved to the point where small teams can produce work that competes. The middle ground is uncomfortable.</p>

<p>The live-service argument — that games with indefinite update cycles are more profitable and therefore single-player is economically unviable — has been tested fairly thoroughly by now. There are enough failed live-service games in the graveyard that publishers are measurably more cautious. Every live-service launch is a bet that your game will be one of the ten that survives, not one of the fifty that gets shut down 18 months after launch. Single-player games do not carry that risk. They release, sell, and are complete.</p>

<p>What does change is that the economics reward scale. Studios that consistently make good single-player games tend to be either very large or very small. The studios in the middle are the ones making uncomfortable decisions about what they can still afford to build.</p>

<p>None of this changes the actual value proposition. Single-player games are places. You inhabit them. That is a different kind of value from multiplayer — not comparable, not lesser.</p>

<p>The format is not fading. It is concentrating.</p>]]></content><author><name>Varun Behera</name><email>mail@varunbehera.com</email></author><category term="Gaming" /><summary type="html"><![CDATA[Single-player games are not dying.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blog.varunbehera.com/data/video-games/starfield-1.jpg" /><media:content medium="image" url="https://blog.varunbehera.com/data/video-games/starfield-1.jpg" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Shepard is dead, Long live Shepard</title><link href="https://blog.varunbehera.com/2021/11/11/next-mass-effect-shepard.html" rel="alternate" type="text/html" title="Shepard is dead, Long live Shepard" /><published>2021-11-11T00:00:00+00:00</published><updated>2021-11-11T00:00:00+00:00</updated><id>https://blog.varunbehera.com/2021/11/11/next-mass-effect-shepard</id><content type="html" xml:base="https://blog.varunbehera.com/2021/11/11/next-mass-effect-shepard.html"><![CDATA[<p>BioWare has confirmed Shepard will not be the protagonist of the next Mass Effect. I think this is correct.</p>

<p>Shepard’s arc is complete. Not neatly — Mass Effect 3’s ending has been argued about for over a decade. But complete in the sense that the arc ran its full course. The Reaper threat is over. Everything Shepard was defined by no longer exists.</p>

<p>The argument for bringing Shepard back centres on continuity. Players built three games worth of choices and relationships. That weight is real. Discarding it for a clean slate feels like leaving something valuable behind.</p>

<p>The problem: Shepard without the Reapers is not the same character. Every alliance, every sacrifice, every moment of galactic stakes was filtered through that specific context. Remove it and you have someone wearing the same face in a different story. That story would spend most of its runtime either rehashing what came before or apologising for not being it. Neither is interesting.</p>

<p>The Mass Effect universe is enormous and almost entirely unexplored. The games cover three years of Shepard’s life during a galactic war. There are centuries of history around that conflict, dozens of species who experienced it from entirely different positions, and entire regions of the galaxy that were named and never visited.</p>

<p>The setup worth making: a protagonist who grew up after the Reaper War. Someone for whom Shepard is mythology, not lived experience. Filtered through history, simplified, probably misunderstood. The gap between what the legend says happened and what actually happened is a story only a new character can tell.</p>

<p>BioWare has to commit to that framing without constantly gesturing back. That is where previous attempts at this kind of transition have failed.</p>]]></content><author><name>Varun Behera</name><email>mail@varunbehera.com</email></author><category term="Gaming" /><summary type="html"><![CDATA[BioWare has confirmed Shepard will not be the protagonist of the next Mass Effect. I think this is correct.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blog.varunbehera.com/data/video-games/mass-effect-5.jpg" /><media:content medium="image" url="https://blog.varunbehera.com/data/video-games/mass-effect-5.jpg" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">The Stupidity of Mass Effect’s Council</title><link href="https://blog.varunbehera.com/2021/09/12/mass-effect-council.html" rel="alternate" type="text/html" title="The Stupidity of Mass Effect’s Council" /><published>2021-09-12T00:00:00+00:00</published><updated>2021-09-12T00:00:00+00:00</updated><id>https://blog.varunbehera.com/2021/09/12/mass-effect-council</id><content type="html" xml:base="https://blog.varunbehera.com/2021/09/12/mass-effect-council.html"><![CDATA[<p>The Citadel Council is not evil. This is important to understand, because it makes their behaviour significantly more frustrating.</p>

<p>They are administrators. Optimised for a galaxy that does not contain Reapers. Everything about how the Council functions — deliberation, Spectres, jurisdictional boundaries — was designed for a universe where the biggest threats can be handled through patience and diplomacy.</p>

<p>In Mass Effect 1: hard evidence that Saren has gone rogue. Eyewitness accounts. Recordings. The Council strips his Spectre status, which is correct, then does as little as possible for the rest of the game. When Sovereign is stopped, they quietly relabel the event a “geth attack.” No accountability. No acknowledgement.</p>

<p>In Mass Effect 2: entire human colonies are being harvested. Ships, personnel, everyone. The Council’s position is that this falls outside their jurisdiction.</p>

<p>By Mass Effect 3, the Reapers have arrived in force and the harvest is underway across the galaxy. Council meetings are still happening. Resource allocation arguments are still happening. The Salarian Dalatrass is running a backroom genetic politics play while Earth is being taken apart.</p>

<p>The writing does this deliberately. Institutional inertia is a real phenomenon. Organisations built to manage stable situations are genuinely poorly shaped for existential threats outside their normal parameters. The Council is not unintelligent — they are wrong-shaped for the problem they are facing.</p>

<p>This does not make it any less infuriating across three games. Interestingly, the frustration does not diminish on replays. If anything, knowing what is coming makes it worse.</p>

<p>That is probably intentional. It never stops working.</p>]]></content><author><name>Varun Behera</name><email>mail@varunbehera.com</email></author><category term="Gaming" /><summary type="html"><![CDATA[The Citadel Council is not evil. This is important to understand, because it makes their behaviour significantly more frustrating.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blog.varunbehera.com/data/video-games/mass-effect-3.jpg" /><media:content medium="image" url="https://blog.varunbehera.com/data/video-games/mass-effect-3.jpg" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Why Skyrim’s Civil War Will Result in Another Dragon Break</title><link href="https://blog.varunbehera.com/2021/05/19/skyrim-dragon-break.html" rel="alternate" type="text/html" title="Why Skyrim’s Civil War Will Result in Another Dragon Break" /><published>2021-05-19T00:00:00+00:00</published><updated>2021-05-19T00:00:00+00:00</updated><id>https://blog.varunbehera.com/2021/05/19/skyrim-dragon-break</id><content type="html" xml:base="https://blog.varunbehera.com/2021/05/19/skyrim-dragon-break.html"><![CDATA[<p>The Elder Scrolls universe has an in-universe explanation for contradictory lore outcomes. It is called a Dragon Break.</p>

<p>When multiple players make mutually exclusive choices that all count as canonical history, Bethesda’s solution is not to pick one outcome. Instead: time fractures, all outcomes occur simultaneously, and reality reconciles later. This is documented as an actual phenomenon within the lore. The most famous example is the Warp in the West from Daggerfall — six contradictory endings all happened overnight, permanently reshaping the political map of two provinces. Nobody in-universe fully understands what occurred.</p>

<p>Skyrim’s civil war has the same problem.</p>

<p>Side with the Stormcloaks and Ulfric takes Windhelm, independence is won. Side with the Empire and the Legion holds Skyrim. Never touch the questline at all and nothing is resolved. All three are valid playthroughs. None of them can be simultaneously true. The next Elder Scrolls game still has to deal with the state of Skyrim.</p>

<p>A Dragon Break specifically requires conditions significant enough to split outcomes rather than collapsing into one. The Dovahkiin qualifies. The main questline involves a time wound at the Throat of the World and an Elder Scroll being central to a pivotal battle — the exact elements involved in previous Dragon Breaks.</p>

<p>The Thalmor add one more factor. They are not trying to win the civil war. They are trying to prevent either side from winning, because a prolonged conflict weakens both the Empire and Skyrim. Deliberately keeping a wound unresolved indefinitely is exactly the kind of temporal interference this universe treats as dangerous.</p>

<p>Whether Bethesda commits to this reading or quietly declares one ending canonical remains to be seen. They have done both before. The Dragon Break interpretation fits the available evidence. The alternative — simply picking a winner — would be the less interesting choice.</p>]]></content><author><name>Varun Behera</name><email>mail@varunbehera.com</email></author><category term="Lore" /><summary type="html"><![CDATA[The Elder Scrolls universe has an in-universe explanation for contradictory lore outcomes. It is called a Dragon Break.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blog.varunbehera.com/data/video-games/battle-fire-dragon.jpg" /><media:content medium="image" url="https://blog.varunbehera.com/data/video-games/battle-fire-dragon.jpg" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Sweetrolls: What exactly is Skyrim’s most famous delicacy?</title><link href="https://blog.varunbehera.com/2021/01/23/sweetroll.html" rel="alternate" type="text/html" title="Sweetrolls: What exactly is Skyrim’s most famous delicacy?" /><published>2021-01-23T00:00:00+00:00</published><updated>2021-01-23T00:00:00+00:00</updated><id>https://blog.varunbehera.com/2021/01/23/sweetroll</id><content type="html" xml:base="https://blog.varunbehera.com/2021/01/23/sweetroll.html"><![CDATA[<p>The sweetroll is a pastry. A soft, spiral-shaped pastry glazed with icing. It restores a small amount of health. It is completely unremarkable as an item.</p>

<p>And yet it is arguably the most recognisable item in the entire Elder Scrolls series.</p>

<p>The sweetroll first appears in Arena (1994), in a character creation question: would you rather have gold or a sweetroll? It is never explained further. It just exists. Bethesda kept it in every game since, across three decades of releases.</p>

<p>The famous guard dialogue in Skyrim — “Let me guess… someone stole your sweetroll?” — is not a quest. There is no investigation. No reward. The game is simply acknowledging that small, undignified loss is part of life in Tamriel. That specificity is what made it stick.</p>

<p>In-game, sweetrolls can be found in taverns, purchased from vendors, and crafted by the player. Fan-made recipes generally converge on a spiced dough with cinnamon and a simple icing drizzle. Bethesda has never published an official recipe. The item model shows a swirl shape. That is everything the game tells you.</p>

<p>The gap between how mechanically mundane sweetrolls are and how culturally significant they have become is interesting. Bethesda now has a full collector’s item line around them. The sweetroll appears in Starfield. It will almost certainly appear in Elder Scrolls 6 in some form.</p>

<p>A throwaway character creation gag from 1994 has outlasted entire game genres.</p>]]></content><author><name>Varun Behera</name><email>mail@varunbehera.com</email></author><category term="Lore" /><summary type="html"><![CDATA[The sweetroll is a pastry. A soft, spiral-shaped pastry glazed with icing. It restores a small amount of health. It is completely unremarkable as an item.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blog.varunbehera.com/data/video-games/sweetroll.jpg" /><media:content medium="image" url="https://blog.varunbehera.com/data/video-games/sweetroll.jpg" xmlns:media="http://search.yahoo.com/mrss/" /></entry></feed>