How Goblin Bet was born from a casino in hell
06.12.2023 - 12:47
/ gamedeveloper.com
If you were to drive over to goblin.bet you would find an entertaining bit of internet fluff: pixel art monsters fighting it out amongst themselves for your amusement and fake betting pleasure. The monsters use the Dungeons & Dragons 5th Edition ruleset and stats, in their System Reference Document (SRD) form for legal reasons. The fights are all completely automated, arranged into brackets, going from a challenge rating of 1/8 to up to 15 and above. Monsters that win a bracket advance up until the next, until an overall winner is crowned. And then it all starts over again.
These kinds of fun web games feel like they used to be more prevalent on the internet, and I was pleased to find a new web game of its ilk now in 2023. We spoke with its creator and maintainer about his project, where it’s been, and where it’s going.
Who are you, and what is Goblin Bet?
I’m Misha Favorov, an indie game designer specializing in the space between digital and tabletop games. My most traditional digital game is probably Sumer, which I served as designer and lead programmer for, but even that was a hybrid of Euro-style worker placement board games and digital platformers. These days, I mostly work in the TTRPG space.
I also teach game design at LIU Post. I feel very fortunate to have been able to break into academia, although it is a bit of a double-edged sword; I can work on games like Goblin Bet without much worry as to their profitability, but as my responsibilities have grown, my time to maintain my projects is definitely a bit squeezed.
When and how did Goblin Bet get started?
Goblin Bet came out of Covid. I was stranded in San Diego, my teaching work mostly dried up, and I decided to teach myself web development. I’d already been making games in C# for nearly a decade and had taken a few stabs at web games previously, but they had never gone anywhere. This time, I decided to just dive deep into full-stack web dev using modern tools (Goblin Bet is made with a React front end and a NodeJS back end).
Initially, I was making a sort of living module, a replacement for PDFs for RPG content that would make things like cross-referencing and mid-play edits much easier. However, one day, while I was walking the dog and listening to a D&D actual play podcast, there was a segment where the players were in a casino in hell, and the DM actually played out little low-level monster arena fights for the players to bet on. I thought to myself, “Surely somebody’s made something like this online already, right?” but no, nobody else had done this. It just felt like one of those holes in reality that needed filling, you know?
Most of my other games are things where I feel like I have clever design ideas, or like I’m trying something