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Dennis Lenart

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The Xbox HubNeutral

Where Player Skill Ends and Randomness Begins

This article explores the balance between player skill and randomness in video games and casino environments. It examines how decisions, probabilities, and random outcomes influence the player's experience and perception of fairness, using examples from games like XCOM and Blackjack, and discussing concepts like Return to Player (RTP) and volatility.

Games IndustryNeutral

Gamescom Asia x Thailand Game Show announces exhibitor lineup for 2026

Gamescom Asia x Thailand Game Show has revealed its exhibitor lineup for 2026, featuring major companies like Capcom, Bandai Namco, and The Pokémon Company, alongside Nintendo and PlayStation represented by partners. The event will also host over 70 speakers, including John Romero, who will receive a lifetime achievement award. Separately, a Valve bug has led to the accidental leak of achievement data for numerous unreleased and unannounced Steam games, including Fable, Persona 6, and Kingdom Hearts 4.

Gamedeveloper.comVery positive

Dispatch devs share storytelling and co-dev secrets

Adhoc Studios' narrative game 'Dispatch' has become a surprise hit, praised for its superhero story and development process. Co-directors Nick Herman and Dennis Lenart share insights into their interactive storytelling techniques and the challenges overcome during development, including a last-minute investor dropout that was resolved with help from Critical Role.

XBOXVery positive

Dispatch Coming to Xbox Play Anywhere: Find Out More About This Unique, Beloved Adventure

The superhero workplace comedy game Dispatch is launching on Xbox Series X|S, Xbox on PC, and Xbox Cloud Gaming this Summer as an Xbox Play Anywhere title. Players step into the role of a dispatcher managing unpredictable heroes, with narrative choices directly influencing gameplay and vice versa. Developed by AdHoc Studio, featuring characters created by former Telltale Games staff, the game aims to blend storytelling and management simulation seamlessly.

Gamedeveloper.comPositive

Dispatch developer AdHoc says don't confuse your plot for narrative

AdHoc creative directors Nick Herman and Dennis Lenard argued that 'narrative' in video games should be defined by strong writing and dialogue, not just plot. They emphasized the importance of memorable characters and moment-to-moment exchanges, advocating for rigorous script playtesting to ensure player resonance.

PC GamerPositive

Dispatch doesn't let you derail conversations with blank, vacant stares because 'less than 1%' of players ever chose to stay silent in Telltale games

AdHoc Studio decided against including a silent dialogue option in their game Dispatch, as less than 1% of players utilized this feature in previous Telltale Games titles. Developers Nick Herman and Dennis Lenart explained that implementing and supporting this feature for every dialogue choice would have been too resource-intensive for a new studio, despite its potential appeal for roleplaying.

PC GamerPositive

'We are definitely not doing QTEs', said Dispatch's creative director before doing QTEs: 'We just…

AdHoc Studio's Nick Herman and Dennis Lenart discuss the development of their game Dispatch, particularly its approach to Quick Time Events (QTEs). Despite initial reservations, the team found ways to make QTEs engaging by setting a low bar for quality and making them optional, drawing inspiration from games like This is the Police.

PC GamerPositive

Just like XCOM, superhero comedy Dispatch cheats random percentages of success in the player's favor: 'anything that had over a 76% success chance would automatically succeed'

The game Dispatch, developed by AdHoc Studios, employs a mechanic similar to XCOM where random success percentages are subtly manipulated in the player's favor. This approach aims to mitigate the frustration of perceived unfairness from true randomness, though the developers noted that in the finale, these 'invisible helpers' are disabled to increase difficulty.

Rock Paper ShotgunPositive

Why did Dispatch's devs push through to make it despite initial disinterest from investors? "Arrogance and stupidity"

AdHoc Studio's creative directors Nick Hermand and Dennis Lenart discussed the challenges of funding their narrative-heavy singleplayer game, Dispatch. Despite investor disinterest in the genre, the studio proceeded with development, driven by their belief in the project and their experience from Telltale Games.

Gamedeveloper.comPositive

This is how RNG works as an 'equalizer' in Dispatch

AdHoc Studio's game Dispatch uses Random Number Generation (RNG) as an 'equalizer' to provide players with a chance of success even with suboptimal choices. Creative directors Nick Herman and Dennis Lenart explained at GDC Festival of Gaming how they implemented invisible boosts and adjusted percentages to ensure a fair and engaging experience, particularly in its story-driven format.

PC GamerPositive

Making Dispatch was motivated by 'a mix of arrogance and stupidity,' its creative directors say

Creative directors Nick Hermand and Dennis Lenart of AdHoc Studio discussed the development of their successful narrative superhero game, Dispatch. They admitted that the project was driven by a mix of 'arrogance and stupidity' as the industry was skeptical of single-player games in the ascendant live service era. Despite industry doubts, Dispatch achieved over 3 million sales by the end of 2025 and maintains a 97% positive rating on Steam.